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Sonic Chronicles: The Dark Brotherhood

Sonic Chronicles: The Dark Brotherhood
Sonic Chronicles: The Dark Brotherhood
North American Nintendo DS box art
Developer(s) BioWare
Publisher(s) Sega
Director(s) Mark Darrah
Producer(s) Kirby Fong
Composer(s) Steven Sim
Richard Jacques
Series Sonic the Hedgehog
Platform(s) Nintendo DS
Release date(s)
  • AU: September 25, 2008
  • EU: September 26, 2008
  • NA: September 30, 2008
  • JP: August 6, 2009
Genre(s) Role-playing
Mode(s) Single-player
Aggregate score
Aggregator Score
Metacritic 74/100
Review scores
Publication Score
1UP.com A
Eurogamer 7/10
Famitsu 28/40
Game Informer 8.5/10
IGN 6.5/10
NGamer 7.9/10
Nintendo Power 8/10
ONM 93%

Sonic Chronicles: The Dark Brotherhood (Japanese: ソニッククロニクル 闇次元からの侵略者 Hepburn: Sonikku Kuronikuru: Yami Jigen Kara no Shinryaku sha?, lit. "Sonic Chronicles: Invaders from the Dark Dimension") is a role-playing video game developed by BioWare and published by Sega for the Nintendo DS. The game was BioWare's first handheld video game project, and is a part of the Sonic the Hedgehog series. Sonic Chronicles initially focuses on the events surrounding the kidnapping of Knuckles and the disappearance of the Chaos Emeralds after the defeat of Doctor Eggman, before moving on to follow the cast of characters across two dimensions as they encounter a new ally, Shade the Echidna, and seek to stop the invasion of their world by Ix, the leader of Shade's tribe, the Nocturnus.

The game was released in Australia, Europe, and North America in September 2008, and then in Japan the following month. It was generally received favorably by critics, who appreciated both the graphics and environments, as well as Sonic's overall transition to the role-playing genre; the music and story were received with mixed reactions, as were some gameplay elements, such as the combat system.

Two main types of gameplay feature: exploration and combat. In exploration areas, the character is controlled by tapping the stylus where the player wants the character to go, while action buttons are used to traverse certain elements, such as loop-de-loops. Navigation can also require a certain character to be in the lead for progress to continue, taking advantage of that character's special ability, be it flying, climbing, or jumping large gaps. Puzzle elements also feature allowing the party to break up to complete the task, such as pressing switches in various areas.


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