Now we get to the truly painful part of this game. Sonic games have historically been mostly about the thrill of high speed, which makes it simply stupefying that the Sonic RPG has wound up being one of the slowest, most drawn out games to play this reviewer has ever had the misfortune of playing. That doesn't mean the game itself is long, because odds are most players will have things wrapped up long before the 20 hour mark. Rather, it means that every aspect of the game -- running, combat, even going through menus -- is unnecessarily bogged down by extraneous detail. For example, before every battle gamers are forced to watch as the camera slowly pans across all of their foes. The attack animations and between-round breaks then add more waiting to the equation. It's infuriating, and it begs the question as to why this game didn't include an optional auto-battle feature, ala Final Fantasy IV.
The game is controlled primarily via the Nintendo DS touch screen. Gamers lead Sonic (or whichever one of his several allies leads the party) around with the stylus. Touching an icon can make the characters automatically interact with the environment in different ways, such as jumping, dashing, or flying. Even in battle, the touch screen is used to select attacks, and if a player chooses to use a special move or POW move, there are specific touch-screen commands that go with those as well. Sometimes, in the heat of battle, enemies will try to run and it is up to the party to catch them. Yet even in this speed sequence, the gamer has little to no control over things, except for occasionally tapping a character to make him or her avoid an obstacle. Would it have been asking too much to make at least some of these bits actually play like an old-school Sonic game? Apparently, the answer is yet, and the result is a game that is chalk full of missed opportunities.