Compare Sonic Lost World prices across 50+ stores and find the best deal. Developed by Sonic Team. Published by SEGA. Released on 11/2/2015. Available on PC. Genres: Adventure.

Sonic trades boost speed for parkour and spherical planetoids, and the fanbase has been arguing about it ever since. Worth a look if you can stomach a learning curve and a heavy Mario Galaxy debt.

My first half-hour with Sonic Lost World left me genuinely confused, and not in the enjoyable puzzle-box way. The game swaps the familiar boost-to-win momentum of Sonic Colors and Generations for a deliberate, hold-trigger-to-run approach where speed is something you have to earn rather than something you're handed at the start of every level. Sonic's default pace without holding that trigger is painfully slow, and the game does a poor job of explaining this to you up front. Once it clicks, though, there is something interesting underneath the rough exterior. The level structure borrows heavily from Super Mario Galaxy, building stages around cylindrical tubes, spherical mini-worlds, and rotating 2D planes. Sonic runs up walls, wall-kicks between surfaces, and chains a multi-lock homing attack that can clear clusters of enemies in one sweep. Those parkour sections look like they should feel incredible. In practice they are inconsistent, the wall-running geometry occasionally misbehaves, and death pits positioned directly below the trickiest sections mean that experimentation gets punished fast. The 2D levels mixed in for variety are hit and miss, with some feeling breezy and others grinding against the awkward camera transitions. Boss battles against the Deadly Six antagonists are the weakest point, widely seen as repetitive and undercooked for a group of villains the story leans on so hard. Where the game genuinely earns credit is its visual presentation and soundtrack. The worlds are colorful and inventive, from candy-themed ruins to hollow hexagonal trees, and the music is arguably the best thing in the package. Color Powers return from Sonic Colors, including Drill, Laser, and Rocket abilities activated by collecting Wisps, though they feel like optional distractions rather than essential tools. The PC port bundles in the NiGHTMARE Zone DLC, which remixes main-game bosses with enemies from SEGA's NiGHTS franchise, a genuinely decent bonus for series fans. The port runs at 60 frames per second and looks clean in motion, though cutscene quality is noticeably lower resolution, a carry-over from the Wii U source build. The community split on this one has barely moved since launch. Hardcore Sonic fans who want momentum-based speed will bounce off it immediately. Players approaching it as a standalone 3D platformer, especially with a controller and some patience, tend to find it a decent if flawed experience that does a few things no other game in the series tries. The alternate-path structure inside the tube levels gives replay-minded players something to dig into, and the parkour system, rough as it is, has ideas worth exploring. It is not the redemption arc Sonic needed at the time, but writing it off entirely means missing some genuinely creative level design that the rest of the game does not always deserve. Alex, Scout Team

Sonic Lost World
Adventure

Sonic Lost World

Nov 2, 2015Sonic TeamSEGA
GamerScout Says

Sonic trades boost speed for parkour and spherical planetoids, and the fanbase has been arguing about it ever since. Worth a look if you can stomach a learning curve and a heavy Mario Galaxy debt.

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About Sonic Lost World

My first half-hour with Sonic Lost World left me genuinely confused, and not in the enjoyable puzzle-box way. The game swaps the familiar boost-to-win momentum of Sonic Colors and Generations for a deliberate, hold-trigger-to-run approach where speed is something you have to earn rather than something you're handed at the start of every level. Sonic's default pace without holding that trigger is painfully slow, and the game does a poor job of explaining this to you up front. Once it clicks, though, there is something interesting underneath the rough exterior. The level structure borrows heavily from Super Mario Galaxy, building stages around cylindrical tubes, spherical mini-worlds, and rotating 2D planes. Sonic runs up walls, wall-kicks between surfaces, and chains a multi-lock homing attack that can clear clusters of enemies in one sweep. Those parkour sections look like they should feel incredible. In practice they are inconsistent, the wall-running geometry occasionally misbehaves, and death pits positioned directly below the trickiest sections mean that experimentation gets punished fast. The 2D levels mixed in for variety are hit and miss, with some feeling breezy and others grinding against the awkward camera transitions. Boss battles against the Deadly Six antagonists are the weakest point, widely seen as repetitive and undercooked for a group of villains the story leans on so hard. Where the game genuinely earns credit is its visual presentation and soundtrack. The worlds are colorful and inventive, from candy-themed ruins to hollow hexagonal trees, and the music is arguably the best thing in the package. Color Powers return from Sonic Colors, including Drill, Laser, and Rocket abilities activated by collecting Wisps, though they feel like optional distractions rather than essential tools. The PC port bundles in the NiGHTMARE Zone DLC, which remixes main-game bosses with enemies from SEGA's NiGHTS franchise, a genuinely decent bonus for series fans. The port runs at 60 frames per second and looks clean in motion, though cutscene quality is noticeably lower resolution, a carry-over from the Wii U source build. The community split on this one has barely moved since launch. Hardcore Sonic fans who want momentum-based speed will bounce off it immediately. Players approaching it as a standalone 3D platformer, especially with a controller and some patience, tend to find it a decent if flawed experience that does a few things no other game in the series tries. The alternate-path structure inside the tube levels gives replay-minded players something to dig into, and the parkour system, rough as it is, has ideas worth exploring. It is not the redemption arc Sonic needed at the time, but writing it off entirely means missing some genuinely creative level design that the rest of the game does not always deserve. Alex, Scout Team

Tags

steamParkour MechanicsMulti-Lock Homing AttackTube Level DesignColor PowersMixed ReceptionController RequiredWii U PortNiGHTMARE Zone DLC

System Requirements

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Reviews & Ratings

Steam
62%(5,461)

Game Info

Developer
Sonic Team
Publisher
SEGA
Release Date
Nov 2, 2015

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