This is probably the latest I’ve gotten a major review out since Mash Those Buttons opened. Let me explain why I thought I would have this review out around the same time I finished my AC: Brotherhood review. Since Sonic Adventure 2, Sega has released nothing but terrible Sonic games. Some say that Sonic Adventure was really the start of that run, but to be honest I actually liked Sonic Adventure at the time. Sonic Heroes, Shadow The Hedgehog, Sonic The Hedgehog (2006), Sonic Unleashed (Werehog? WHAT?!), and most of the portable releases between were all pretty bad (yes, I did play most of the portable releases). Even Sonic 4, the game that was supposed to bring real Sonic gameplay back, was a total bust. I really expected to play this game, find it to be crappy, and then write a review about how bad it is. I am SO happy that this wasn’t the case and I’ll be glad to explain why. Let’s start with the story.
Sonic Colors takes place on an amusement park built by Robotnik (yeah, I still call him Robotnik… I STILL REMEMBER!). Eggman promises that there is no plot behind this amusement park and that he built it as a way to repay his debt for all of the terrible things that he has done. Of course this isn’t true. You soon find out that he is harvesting aliens (later known as Wisps) for the energy they have in order to create a new weapon to help him take over the Earth. Sonic must go to each of the themed areas of the park to help free the aliens from Eggman and stop him once again. Yeah, the story is quite forgettable and the park is really just used as an excuse to give you multiple themed areas, but I’d take good gameplay over a good story any day.
The gameplay can be broken down into three sections. The first is 3D speed play, where your objective is to keep moving as quickly as possible while destroying enemies on the way without losing too much of your momentum. Sometimes you will have full control of where you are going and other times you will only be able to move to the left or right to either stay on a platform or dodge obstacles. Second is 2D platforming, where you get a fixed angle, side-scrolling camera and you need to make it past your enemies and through various obstacles to reach your goal. Third is the 3D platforming, which is pretty much the same as the 2D platforming extended into the third dimension.
I think the 3D speed play is done well and keeps things interesting and fun. Keeping your speed up and having quick reactions are often rewarded with finding alternate routes and bonuses. Something new they have added to the game is that Sonic now pretty much has an e-brake to help him corner sharply when needed. Naturally, you can hop on enemies to take them out, but this will break your motion. You can also slide into enemies to destroy them. This will slow you down a little, but it’s very easy to get back into running from a slide. The 3D platforming, while still enjoyable, isn’t really as fun as the 3D speed play or the 2D platforming. I think the real problem is the fixed camera angle; you can’t adjust it to help you get a better grasp on where you are in relation to certain items, so it becomes quite easy to over or under jump platforms or miss a target that you can’t auto target and dash to.
2D platforming is where the meat of the game is and where the level design truly excels in my opinion. While there is quite a bit of 3D speed play and platforming, most of the time you will be in the 2D side scrolling camera angle. You will find yourself having to use precision control, speed, and reflexes to make your way through these portions of the game. There are quite a few types of enemies that you will come across, but most of the time they won’t be your biggest issue. The terrain is set up to make you jump, slide, and scale walls all without falling into oblivion, falling into a spike pit, getting crushed, or getting hit by an enemy. Of course with more risk comes more reward. There are several areas that if you can reach them you will be rewarded with items, rings, and extra lives. Getting there is usually a challenge, but sometimes getting back without dying is an even greater challenge. Each level presents a new challenge and some parts require such precise control and fast thinking that it will test even the most experience platform player.
One of the biggest parts of gameplay is the Wisps (the aliens I mentioned earlier). The Wisps come in multiple colors (hence the name of the game) and each provides Sonic with different powers. When using the Wisps’ power you will be able to do things like travel as a laser through high speed channels, drill through the ground, hover through the air, walk on walls and ceilings, or eat everything in your path. The only Wisp I really didn’t like was the blue Wisp, which turns solid blue blocks into rings and vice versa. This power really breaks up the action; usually you need to activate it, collect a few of the rings, and then wait for it to wear off before you continue. All of the Wisps aren’t instantly available; you will need to unlock colors in each themed area to access them in other levels. If you don’t have them unlocked you will see an empty colored canister where a Wisp should be, which also plays into level design.
I felt the level design of both the 2D and 3D elements were well put together. Transitioning from a 3D segment to a 2D segment (and vice versa) is seamless. Each level has multiple paths that you can take, some of which can only be accessed after you have unlocked specific Wisps for that area. This gives you a reason to replay each level several times to explore the different paths and perhaps get a better score at the end of the level. Each level also has five special rings to collect, and just as it is with the multiple paths, you will need specific Wisps to access some of the special rings. Most levels are pretty short and can be completed in 2-3 minutes. What will keep you on a level are some of the more difficult platforming parts or a difficult speed sequence.
As mentioned earlier, there are multiple themed areas. While each one has a unique name and a slightly different look from other Sonic games, they all still derive from the Sonic basics. The starting area looks like the Casino area of old Sonics, Planet Wisp is very reminiscent of the Green Zone, and Aquarium Park is like the old aquatic levels complete with air bubbles when you are underwater (the old sound effect is there too). Out of all the areas I have to say Planet Wisp is my favorite. In my opinion it has the best 2D platform and 3D speed areas.
The game is quite challenging at certain parts… sometimes too challenging. There are several parts you will come across where you will need such precise of control or so fast of a reflex that it becomes more frustrating than fun to play. Also, I ran into a few laser and spring sequences that pretty much drop you off of a cliff or short of your target area when you are finished. These were extremely frustrating and I was just about ready to call them game breaking bugs before I figured them out (or got lucky). Also, there are one or two devices that could work more efficiently such as the swing in the Sweet Mountain area. There were so many times I was swinging, hit the jump button, and went straight up into the air instead of across. This is a problem because when you go into the air, you can’t grab the swing again, so you plummet to your death in most cases. Honestly, this is the really the only problem with Sonic Colors. I enjoy challenging games, as long as the goal is achievable… and not by luck.
In terms of visuals, Sonic Colors looks great! It’s possibly the best looking game on the Wii this year and one of the best looking Sonic games in the past decade; yes, even surpassing the next gen games released on 360 and Wii. The colors are very vibrant and lively. This is really brought out in the Starlight Carnival; lots of colors, lights, and flashy walkways that generate as you are running on them. Each of the areas is very distinct and all are nice to look at, so if you get tired of one area, just hop onto another planet. Honestly, I really wish they would have released this game on 360 or PS3 because it would look that much better.
Besides the visuals, they have also kicked it up a notch with the sound in this game. Many of your classic sound effects are there, but this game has the best music out of any Sonic game since before Sonic went 3D. Each area has a few different songs for its soundtrack and I didn’t mind listening to any of them while sometimes having to do parts over and over again. It appears they also changed the voice-overs for Sonic and Tails, which is a good thing because neither is annoying now. The dialog was also done well. The game is definitely aimed toward a younger crowd, but there are still some funny jokes and references in there.
Overall, I feel that Sonic Colors has really redeemed the Sonic the Hedgehog franchise. Great level design and gameplay, awesome visuals, and wonderful sound really make this game a great complete package. There is lots of replay value here and quite a few secrets for you to unlock (try hitting the score at the end of a level). Of course there are a few negatives, but the good far outweighs the bad. I would recommend this game to anyone that is a fan of 2D or 3D Sonic, Mario, or just a fan of platform games in general. I am very happy I picked this game up; it’s honestly the only reason my Wii powers up now. Hopefully Sega will continue in this pattern and make more awesome Sonic games like this. In case no one has said it yet, welcome back Sonic! It’s been a long time, we missed you.