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Sonic Colors |OT| of AWESOME! OUTSTANDING! AMAZING! CUBE! And Very High Reviews

Davey Cakes

Member
Yeah, I just played some Aquarium Park. More nice environments and music, with water areas that don't make me want to kill myself.

I like how they use the drill for high-speed water travel, as opposed to adding in, for example, a submarine wisp. Too many wisps wouldn't have been a good idea.

Heck, frenzy is already pushing it.

Also, I'll add that this game so far has shown me both the good and bad sides of Sonic's homing ability. I love it for use in gaining higher/farther ground when necessary, but sometimes accidental homing attacks/unexpected homing opportunities can be detrimental.
 
Had a chance to sit down and play lots of this, finally.

It's not really grabbing me like I thought it would. Maybe I got overhyped for it, I dunno. It doesn't feel as memorable or exhilarating as the daytime levels from the HD version of Sonic Unleashed. Something feels like its missing, and it's difficult for me to put my finger on it.

I think it's a lack of content. It has lots of levels, sure, but very few environment-defining set pieces. In Unleashed, Chun-nan's levels felt distinctly different than, say, Spagonia or Shamar. In Colors, a lot of the same ideas get re-used multiple times across multiple planets. Granted, Sonic Unleashed also did this, and indeed, most 3D Sonic games get kind of lazy in the "We'll re-use a bunch of gimmicks in multiple levels", but outside of visual themes, many of the levels in Colors lack unique identities.

That may be a side effect of having so many levels on the critical path, too. Sonic Unleashed had probably the same number of levels, but a good 75% of them were optional - hidden only for those who sought them out.

So yeah, I dunno. It's not a bad game. I'm surprised at how thought-out some of this design is. But it feels really same-y.
 

RobbieNick

Junior Member
RubyEclipse said:
No prob! Have fun with the last few parts and the ending. If you're on the Wii version, please destroy my name in the credits. :)

Nooo!! Then he'll have to listen to that crappy "Speak with your heart" Song. XD
 

RubyEclipse

Sega of America
RobbieNick said:
Nooo!! Then he'll have to listen to that crappy "Speak with your heart" Song. XD
I thought it was fine. Personal taste I guess - but I also met the band a few times, so that may have an effect too. They're pretty cool people.

Sega1991 said:
outside of visual themes, many of the levels in Colors lack unique identities.
Thinking back, a lot of things stand out in my eyes. The popcorn and the gingerbread men you run through/down in Sweet Mountain, the water currents in Aquatic Park, and the different use of the wisps in each level are just a few zone-unique gameplay elements that come to mind.
 
RubyEclipse said:
Thinking back, a lot of things stand out in my eyes. The popcorn and the gingerbread men you run through/down in Sweet Mountain, the water currents in Aquatic Park, and the different use of the wisps in each level are just a few zone-unique gameplay elements that come to mind.

Yeah but none of that really defines a level. Those are more like pieces of flourish than they are core level mechanics. That fits in to the notion of each level looking unique visually but not feeling unique in terms of mechanics.

Going back to the Sonic Unleashed comparison, Chun-nan had the rotating platforms, the firecrackers, and the pagodas with grind rail rooftops... it was more than a unique visual motif. What you remember about Sweet Mountain there would be akin to the dragon roads in... well, Dragon Road. Visually inspired, but not really necessary to gameplay.

The only gameplay element Sweet Mountain has going for it over other planets are the jellybean rockets - and they're not used enough to really solidify the level's identity. The levels I most immediately remember are the ones with stand-out gameplay elements - for example, Asteroid Coaster's... uh, asteroid coaster. Many of the other planets are just a nearly-indistinguishable mush of grind rails, springs, trick launchers, homing attack chains, and so on.

Perhaps that's something Sonic Colors on the DS did better - each planet puts strict limits on what wisps are available for use. In Sweet Mountain on the DS, the only wisps that can be used are Void and Burst. Each planet introduces a single new wisp and teaches the player to use that wisp over the course of that world. Many of the planets in the Wii version blur together a lot more because you encounter very similar wisp puzzles multiple times across a number of different planets.

In a lot of ways, it's part of a larger problem that has plagued the Sonic franchise ever since it went 3D - taking emphasis away from unique level design and putting more of it on how the player uses the character. With Mario, you have a character that never changes. The Mario you start the game with is the Mario you end the game with. Therefore, Mario's a game about learning how to use a very simple character in a variety of different gameplay situations.

Sonic games, on the other hand, have gone down the path of constantly teaching the player new abilities. The Sonic you have at the end of the game is always completely different from the Sonic you start the game with, and most of the gameplay revolves around using Sonic's new abilities to augment a very... for lack of a better term, "generic" world. Almost every Sonic/Shadow level in Sonic Adventure 2 was just Speed Highway, over and over and over again. But you learn a new ability in every level - the bounce attack, the light attack, so on and so forth.

But I think you can have elements of both in one game - it just requires a little more creativity and a little more restraint not to just use a little bit of everything in every single zone.
 

Sciz

Member
Colors is definitely a little light on the level-specific gimmicks, both in terms of interactive bits and just plain different level structure. Too many times where large arrays of floating platforms or generic cubes take the place of what could have been distinct and memorable design. Probably a time thing.

Strong foundation though, and for the first time in a decade I think I can trust them to actually make improvements instead of doing something stupid like regressing to creating yet another Sonic Adventure 3.
 
Alright, so I pretty much shrugged this game off as another Sonic shovelware game.

It's looking really tempting though, I might pick it up sometime this week.
 
SuperAngelo64 said:
Alright, so I pretty much shrugged this game off as another Sonic shovelware game.

It's looking really tempting though, I might pick it up sometime this week.

It's the best Sonic since 3&Knuckles.
 

AniHawk

Member
Sciz said:
Colors is definitely a little light on the level-specific gimmicks, both in terms of interactive bits and just plain different level structure. Too many times where large arrays of floating platforms or generic cubes take the place of what could have been distinct and memorable design. Probably a time thing.

Strong foundation though, and for the first time in a decade I think I can trust them to actually make improvements instead of doing something stupid like regressing to creating yet another Sonic Adventure 3.

I hope the Anniversary game doesn't suck.

Also, I kinda want Colors to exist on other platforms, if only so more people play it and we get Colors 2 or something similar and better. I don't think they should have to go back to the drawing board: just give me more, but make more creative levels and fix the remaining problems (and tweak Sonic's weight for fuck's sake).
 

RagnarokX

Member
Sega1991 said:
Yeah but none of that really defines a level. Those are more like pieces of flourish than they are core level mechanics. That fits in to the notion of each level looking unique visually but not feeling unique in terms of mechanics.

Going back to the Sonic Unleashed comparison, Chun-nan had the rotating platforms, the firecrackers, and the pagodas with grind rail rooftops... it was more than a unique visual motif. What you remember about Sweet Mountain there would be akin to the dragon roads in... well, Dragon Road. Visually inspired, but not really necessary to gameplay.

The only gameplay element Sweet Mountain has going for it over other planets are the jellybean rockets - and they're not used enough to really solidify the level's identity. The levels I most immediately remember are the ones with stand-out gameplay elements - for example, Asteroid Coaster's... uh, asteroid coaster. Many of the other planets are just a nearly-indistinguishable mush of grind rails, springs, trick launchers, homing attack chains, and so on.

Perhaps that's something Sonic Colors on the DS did better - each planet puts strict limits on what wisps are available for use. In Sweet Mountain on the DS, the only wisps that can be used are Void and Burst. Each planet introduces a single new wisp and teaches the player to use that wisp over the course of that world. Many of the planets in the Wii version blur together a lot more because you encounter very similar wisp puzzles multiple times across a number of different planets.

In a lot of ways, it's part of a larger problem that has plagued the Sonic franchise ever since it went 3D - taking emphasis away from unique level design and putting more of it on how the player uses the character. With Mario, you have a character that never changes. The Mario you start the game with is the Mario you end the game with. Therefore, Mario's a game about learning how to use a very simple character in a variety of different gameplay situations.

Sonic games, on the other hand, have gone down the path of constantly teaching the player new abilities. The Sonic you have at the end of the game is always completely different from the Sonic you start the game with, and most of the gameplay revolves around using Sonic's new abilities to augment a very... for lack of a better term, "generic" world. Almost every Sonic/Shadow level in Sonic Adventure 2 was just Speed Highway, over and over and over again. But you learn a new ability in every level - the bounce attack, the light attack, so on and so forth.

But I think you can have elements of both in one game - it just requires a little more creativity and a little more restraint not to just use a little bit of everything in every single zone.
I agree that level design is something Sonic has lost, but you have to be careful because they can go to the opposite extreme as they did with Sonic 4 and give every act an overused superficial gimmick. Gimmicks need to be balanced with normal gameplay and be more organically integrated with level design and theme. Good post.
 
RagnarokX said:
I agree that level design is something Sonic has lost, but you have to be careful because they can go to the opposite extreme as they did with Sonic 4 and give every act an overused superficial gimmick. Gimmicks need to be balanced with normal gameplay and be more organically integrated with level design and theme. Good post.

Level gimmicks isn't what was wrong with Sonic 4, in my opinion. I'm not going to fault Hydrocity in Sonic 3 for having too much water.
 

RagnarokX

Member
Sega1991 said:
Level gimmicks isn't what was wrong with Sonic 4, in my opinion. I'm not going to fault Hydrocity in Sonic 3 for having too much water.
The water didn't supersede the gameplay. Cannons in Casino Street sure did. Hydrocity had a really good balance of water too where you could avoid dealing with it almost entirely if you were good. It's why people love Hydrocity and tend not to be so fond of Labyrinth.

As far as the classic games go, I'd say my least favorite gimmick are those pulley lifts in Mushroom Hill.
 
Related and Sonic-related:

http://www.youtube.com/watch?v=v9BFkv5DYLU

Apparently, the Wisp-announcer in the JP version is actually the same announcer in Kamen Rider W; Fumihiko Tachiki.

And, has anyone ever picked up the Sega Fun Pack for Wii containing Secret Rings and Banana Blitz?

SegaFunPack_SSoRSMB_Wii_us_box.jpg


Is it just the two discs in one case, or is it an actual compilation with both games on one disc?
 
Diablohead said:
And here I was under the impression sega were stopping sales of shitty sonic games? that's sega for you :p

And why would that affect Secret Rings?
>:O

Besides, that package has been out forever, it's probably just remaining stock.
 
Hero of Legend said:
Yeah, what was it they said, something about if Metacritic averaged a game poorly they'd stop selling the game right? And Free Riders? ...
I'd assume that that goes for older games, so Free Riders is safe for a while. Secret Rings though... Well, it's together with Super Monkey Ball, so I guess it doesn't count? What kind of reviews did Banana Blitz get?
I will never forgive them for changing Monkey Target. The 3DS one better have that fixed if they want my money!
also secret rings wasn't that shitty OKAY???
 
Amazon is selling Sonic Colors for $20. I might buy it.

I played Sonic Unleashed, and I quite enjoyed the day-time level (Werehog levels were mediocre but not horrifying). What is the consensus of Sonic Colors. Is it worth buying at $20 for someone who somewhat enjoyed Sonic Unleashed (and someone who has fond memories of Sonic Adventure I/II)?
 

The Technomancer

card-carrying scientician
Attackthebase said:
Amazon is selling Sonic Colors for $20. I might buy it.

I played Sonic Unleashed, and I quite enjoyed the day-time level (Werehog levels were mediocre but not horrifying). What is the consensus of Sonic Colors. Is it worth buying at $20 for someone who somewhat enjoyed Sonic Unleashed (and someone who has fond memories of Sonic Adventure I/II)?
Its very different from all three of those games. Much less focus on rear running sections, much more on sidescrolling.
 
The_Technomancer said:
Its very different from all three of those games. Much less focus on rear running sections, much more on sidescrolling.

Hearing it focuses more on sidescrolling is appealing to me. If I dislike it, I will only be out $20. Plus the case is so shiny! So...I'll purchase it!

I wish I didn't have school, so I can actually touch my backlog :'-(
 

[Nintex]

Member
FTH said:
QUICK, SOMEONE TELL ME IF THE DS VERSION IS GOOD BEFOER THIS THREAD DISAPPEARS!!
DS version is pretty much like a worse version of the Sonic Rush games. Sonic Colors on Wii is easily the best 3D Sonic game in a while, hell it might be the best 3D Sonic game Sega ever made.
 

Sciz

Member
[Nintex] said:
DS version is pretty much like a better version of the Sonic Rush games.
Fixed, as far as I'm concerned. Better level design, gameplay that doesn't boil down to "HOLD BOOST", and the console version's kickass soundtrack? Yes please.
 
Rash said:
$20? I thought I saw it at $30 this morning, or was that yesterday?

That's an absolute steal for this game.

Yup. I noticed it on CAG today. I thought Gaf would at least appreciate knowing such a deal existed on Amazon. And yes, it's the Wii version.

I actually find funny the Wii version is the same price as the DS version! :-D
 

TheOGB

Banned
$20 for the Wii version is indeed an absolute steal. Please support one of the only good things Sega's done with the hedgehog.
 

Kai Dracon

Writing a dinosaur space opera symphony
Hokay, I jumped on the $20 deal at Amazon and just played it for the first time today.

Most everything has already been said so I won't repeat, but I gotta say due to sheer levels of burnination from all 3D Sonic games, my expectations were hardlocked at "abysmal". Even though I knew going in it was really Dimps (isn't it?) doing this game, etc.

But, Jesus Christ, Sonic Reborn indeed. I keep expecting it to turn horrible and sucky at any moment but it just isn't.

By the standards of action platform games, it's actually very, very good and I really do agree so far it's the best game since the Genesis.

By the standards of all 3D Sonic games, even Sonic Adventure, it's like Jesus riding a velociraptor backed up by Original Trilogy Darth Vader who is standing on a Star Destroyer that is flying through the sun.
 

Kai Dracon

Writing a dinosaur space opera symphony
TimmiT said:
Dimps only made the DS version, they had nothing to do with the Wii version.

Wouldn't know it then from playing the game. To me it feels nothing like anything Sonic Team has laid their hands on, even Unleashed.
 

Sciz

Member
Kaijima said:
Even though I knew going in it was really Dimps (isn't it?) doing this game, etc.
Nope. Dimps handled the DS game, but the console version is 100% Sonic Team.

edit: that's what I get for sitting on a tab for ten minutes before replying.


The crazy part is that it's the same people who made all of the past disasters too, not some other group masquerading as Sonic Team. They just abruptly started being competent.
 

SykoTech

Member
Yeah, I always found it funny that the people who made the horrid Black Knight in 2009 (probably the Sonic game I hate the most next to '06 and Shadow) managed to make a good game like Colors just a year afterwards. If they still had what it takes to make a quality Sonic game, then what the hell took them so long?

But whatever. Now I just hope that they don't slip back to their old cycle and keep getting better instead.
 

TheOGB

Banned
Kaijima said:
By the standards of all 3D Sonic games, even Sonic Adventure, it's like Jesus riding a velociraptor backed up by Original Trilogy Darth Vader who is standing on a Star Destroyer that is flying through the sun.
This imagery put a smile on my face
 

thirty

Banned
Just got today with the amazon deal. I'm so confused right now wtf. Good music, good graphics, no bs wtf a real sonic game. Holy crap. This needs to be purchased ASAP by anyone who hasn't gotten it yet.
 

Mistle

Member
I absolutely loved this game, so much to the point where I felt compelled to collect all the red rings and get as many S's as possible. Sure, it had its flaws, but it was damn fun. Hopefully they keep up this degree of quality in Sonic games.
 

Reknoc

Member
Picked this up yesterday and blitzed through the first 3 worlds. It's really fun though Sonic doesn't control as smoothly as I would like and I don't really find any of the Wisps so far to be all that fun.
 

apujanata

Member
Mistle said:
I absolutely loved this game, so much to the point where I felt compelled to collect all the red rings and get as many S's as possible. Sure, it had its flaws, but it was damn fun. Hopefully they keep up this degree of quality in Sonic games.

Somehow, I missed this game. Definitely going to get this game for my son, since he likes Sonic.
 

ajim

Member
Playigng through this game at the moment, but I'm not sure why, its horrible. I can't believe how bad the controls are, Sonic moves like a floating turd in the water. I hope it gets better, or my brain turns off and adjusts to the controls.

Waste of moolah :(
 
ajim said:
Playigng through this game at the moment, but I'm not sure why, its horrible. I can't believe how bad the controls are, Sonic moves like a floating turd in the water. I hope it gets better, or my brain turns off and adjusts to the controls.

Waste of moolah :(

head_stuck_in_toilet-12488.jpg


"GUYS THIS SONIC GAME CONTROLS HORRIBLY."
 

JonCha

Member
Got this for £13 off eBay. Really excited to play it. The last Sonic game I played was '06, and what a disaster THAT was.
 
Well at least that being your last Sonic game sets the bar so ridiculously low you'll at the very least find Colors 'good'.

Recently bought a copy of the game for my 9 year old cousin which I'm going to give him for Christmas, glad there's a GOOD Sonic game now for the Wii since I couldn't give him Secret Rings or that sword game in good faith. Always try to make sure for my younger relatives who're obsessed with Sonic at the moment that I try to introduce them to the better parts of the series. Got a 5 year old cousin a couple years back Sonic Mega Collection when to be honest Heroes or Shadow could've sufficed (and was cheaper). I'm pretty confident I made the right choice in the end though.
 
*edit* wrong thread :p*

I nearly bought a £59 wii for this game and the mario ones, but for now i'll hold off to see if anything happens about that rumored port plan.
 

JonCha

Member
So I've searched around, and there doesn't seem to be a 2011/Sonic Colours review thread. Therefore I'm posting my review in here (I would bump the 2010 one... but it's 2011). If there is a thread for reviews, please share the link I will delete the post. Anyway:

Edit: see next post.
 

Go_Ly_Dow

Member
Holy shit.

Never played the game and I'm listening to the Aquarium Park music for the first time and my ears are literally being raped by its amazingness.

Will definitely pick this up in September when I get my Wii.
 
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