Yay! Double figures! I should celebrate in a slightly banal way
to truly capture this moment.
Game: Sonic Colours
Ranking: 95/100
Score: 77.98%
Sonic. He can really move, he’s got an attitude, and he’s
the fastest thing alive. Or so they say. In this game, evil Dr. Eggman is
harvesting cute little aliens called Wisps and using them to power his latest
plan for world domination amusement park. Can Sonic save the day with the help
of his two-tailed techie buddy Tails and a bunch of aliens that invade Sonic’s
body?
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'That damn hedgehog. He just took my sandwich and now he's acting like it's no big deal. Well, it is, Sonic. It is. I've got both my eyes on you, sonny...' |
Intro
The manual is functional and readable. The story is straight
forward and the tone is cute and cartoony; you get an opening silent cutscene
(save for the hyperactive tween-friendly pop-rock soundtrack) that shows you
the premise - Eggman is moustache-twirlingly bad, his robots will clearly be
comic relief, and the little aliens (Wisps) are adorable and have funny
slapstick moments. You feel like you're in a slightly cool Disney film.
There are a couple of moments in the manual that are
overwritten and make it a little confusing. You are sort of just thrown into
the game, too - the opening cutscene feels like a promo more than setup. I do
have a teeny gripe about the story; Eggman - the primary villain of practically
every single Sonic game in the franchise builds a theme park to say sorry, and
only Sonic is suspicious? Really? Really?
Given there are plenty of spoken-word cutscenes, I would
like to see one before the tutorial section starts up. It does feel a bit
jarring to just start controlling Sonic right away, and maybe a ten second
cutscene of him getting ready to train or the like would make the transition
between the opening promo and the game flow better.
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Eggman is surprisingly well-travelled; when he takes over the world, he'll know which bits to keep. |
Getting Going
The tutorial stages allow you to touch icons to get
information from Tails on how to handle various obstacles, but they are set out
in such a way that you can ignore them and plough on through if you choose. It
is also clear that there are several routes you cannot access yet, which hints
at some replay value. The cutscene that follows the level is pitched great -
it's definitely kiddy friendly, but I genuinely laughed out loud at parts that
I was clearly meant to find funny. Also, when you save the game, the default
name you're given is a nice little in-joke.
With regards to the several routes you cannot access - if
you've read the manual, you'll know why. If you haven't? Well, there are areas
that will be a little confusing. Oh, and the dialogue is instantly dated by
using the phrase 'this place is epic'.
I think it would have helped enormously to have one of the
tutorial icons tell you something about the empty Wisp capsules and that
they'll be filled if you come back later, just to stop you wondering if you're
missing something.
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Sonic: Dating this game to 2010 with a single line. |
Fun
The gameplay is very fast, so trying to make crucial jumps
to get to certain levels is quite a tense experience; this is balanced by the
fact that missing said jumps leads to a different route, rather than death
(mostly). There's a ranking system that gives you extra incentive to go back
and replay levels, and you can collect various aliens which give you limited
powers that change the gameplay style - from simple speedy platforming to
pseudo-puzzling in some cases, as you try to figure out the best ways to
utilise the abilities. When you catch what's being said over Eggman's PA, it's
usually quite funny - it's a nice touch that does add amusement value to the
game.
The big thing I had a problem with in this game was the
sheer number of acts per level; there are six, and it's too many. There are not
enough gimmicks or differences between the acts to make this viable; I'd find
it difficult to distinguish one act from the other, and it means you get a bit
bored of seeing the same design over and over. There's also a big problem with
that nice touch where you hear Eggman's voice over the PA spouting things. They
are most likely amusing; the problem is, the music mix is so loud, you can't
hear what he's saying! It's actually a little distracting because you're trying
to work it out instead of concentrating on the game. Even worse, this occurs on
the world select screen! Eggman provides all the descriptions of the worlds,
but the sweeping and majestic music score drowns him out. And there's no
subtitles! Argh! You have to guess where to go based on what's locked or
unlocked, or sit there for five minutes trying to decipher it.
Less acts, more worlds! Give me more variety if you want to
stretch the game out. At least make the acts different; add an interesting
feature or two (swing platforms don't count, Tropical Resort) that makes an act
stand out from the others. For a level to stand out, I should be able to find
something in it to tell people which makes them go, 'Oh, yeah - that one!' if
they've played it.
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Damn straight. |
Visuals
The fun, cutesy, cartoony style comes through from the very
first opening promo through to each level. Everything is bright and grabs your
attention, and the graphics are very detailed. The block primary colours of your playable character as well as
all the Wisps you need to collect make them noticeablet. The worlds look very
distinct, as well. The fact you can smash up bits of the scenery for no purpose
other than being able to cause wanton destruction is also rather satisfying.
With all of the bright colours and break-neck speeds you
encounter throughout the game, it all starts to get a bit much at times - I
occasionally found it difficult to see where my character had actually ended
up. The theme tune has lyrics which go '...the colours feel so right...'. No,
no they don't. They hurt my brain. I know it's called 'Sonic Colours', but I
don't feel that's an excuse to try and give me an aneurysm.
Game, dial down the intense colours; just a teeny bit. Most
of the time, effort has clearly been made to avoid too much blue in the scenery
to make Sonic stand out, but when you have to move so fast, I could do with
having either a bigger Sonic to control or more contrast between the character
and the environment.
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'The colours hurt my eyes...' Once the retina burn wears off, you'll notice the graphics look amazing for a Wii game. |
Intelligence
The enemies have their specific attack patterns - some chase
you, some shoot at you, some just stand around either getting in your way or
allowing you to homing attack them to traverse large gaps. Something I quite
like is that some of them seem genuinely thrilled when they've hurt you;
they'll do a little jig. Although quite why Eggman built his robots to have
personalities at all is confusing. Maybe he's lonely.
There doesn't seem to be a great deal of variety in the
enemies - in two worlds I came across three different enemy types. For a game
like this, I'd expect to see more, as your enemies are the main obstacles
besides the physical platforming.
I'd like to see different enemy types for each world; it
would be another way of making the area feel different as well as providing
unique challenges.
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I'm suddenly feeling rather peckish... |
Immersion
The game does suck you in with its cute cast of characters
and its amusing little touches - you actually enjoy watching the cutscenes for
the reason the game wants you to, which is a rarity. There are enough gimmicks
- such as the Wisps power and the collecting of Red Rings - that make you want
to go back and explore the different routes available in each level. One thing
that deserves a mention is the music; it's used really well and goes beyond
just adding atmosphere - there are genuinely interesting music pieces
throughout each world, which are arranged subtly differently in each act so you
keep the theme of the music but with noticeable differences. I am actually
humming the last act's music as I type this; that's how catchy it is. The
amusement park theme is kept up throughout not only the levels, but the stage
select screens - and Eggman, the proprietor, gives all the announcements for
all of the stages. I really felt like I was playing in a cartoon theme park.
The world/act ratio really pulls you out of the game; there
are just too many acts and you start wondering how many more levels you have to
go through before you get to the boss.
More worlds, less acts; it's that simple. If that's
difficult from a development schedule point of view, then there should be some
very distinct gimmicks for each act that makes it feel like a different
experience; such as a level completely indoors, or a racing-style level. Or,
make half of the acts optional, so you can bypass them and still get through
the game. I appreciate that the game tries to make these acts more varied by
introducing you to the different Wisps now and then, but it's the equivalent of
sticking a plaster on a burst pipe.
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'Rocket!' |
Cameras
The camera follows your character around in third person and
sticks with you wherever you move. The view changes between 2D and 3D
automatically; any intricate platforming appears to only occur in the 2D view,
but anything which involves extensive homing attacking of enemies or speed runs is done in
3D view - this tight control limits the possibility of the camera angle getting you killed.
The only major issues with the way the camera automatically
follows your character is that you get no control over what you can see on
screen. This is fine for the most part, but each level has multiple routes you
can take, and sometimes the camera focuses in such a way that you physically
can't see how to get onto different routes.
A free camera option which you could reset to automatic
would be a great help in this game, purely so you can see around the level when
you try to aim for different routes. The game encourages you to do this with
the various collectibles, so it would seem sensible to allow the player to look
around.
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'Laser!' |
Controls
There are four different control mechanisms employed; you
can use the Wii Remote and nunchuck, the Wii Remote on its side, a Wii classic
controller or a Gamecube controller. The Wii Remote and nunchuck feel the
easiest to use - the buttons are all accessible and are in sensible places; for
example, if I want to boost - a quite aggressive action that can only be used
for limited periods, I press the trigger-like B button. To unleash your Wisp
power after collecting a cute alien, you have to shake the Wii Remote and this
was never something you ended up doing accidentally - with such a design it
could have easily resulted in you accidentally setting it off whenever you
tilted the remote.
At times, the controls felt a little unresponsive - on
occasion I pressed the A button to jump as I headed forward, only for nothing
to happen (well, except for me falling off the edge of a platform). When you
shake the Wii Remote to unleash your Wisp power, sometimes a little shake would
work, but other times I'd have to really go for it. Also, one of the Wisp
power-ups allows you to point a laser which sends Sonic shooting off in that
direction. The game is set up so you use pinball physics to ricochet off
surfaces to get to places; the problem is, you don't get much time to set up
your trajectory and you end up flying off all over the place.
As vague as it sounds to say, 'tighten up the controls',
tighten up the controls. When I press to jump, I should jump every time. For
the Wisp power-ups, it would be better if you had to press another button once
you've activated the power to complete the action; this means that when you
have to set up a trajectory, you can do so and then press a button to send
Sonic along it.
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'Drill!' Are you getting bored yet? |
Ideas
There are a lot of interesting ideas in this game. The
concept of collecting Wisps to give Sonic temporary powers is definitely fun;
the powers are very unique and allow you to reach areas you couldn't as Sonic
alone. For example, you have a Rocket power that shoots you up high into the
air and then you have to control Sonic's descent - collecting items or reaching
a platform as you do; there's a Spike power that lets you grab onto walls and
travel along them upside-down. As the powers are temporary, you have to make
sure you use them in the best place. You have numerous different routes through
each level - some of which you can't access until you've come across the appropriate
Wisp in later levels. This, coupled with the need to collect Red Rings,
provides reasonable incentive to go back and replay various acts. You can also
make Sonic do tricks in the air when you dash through certain rings, which gain
you extra points and actually gives you something to do while you're waiting
for him to land.
One lovely little addition is the results screen at the end of
each act - you can actually still control Sonic and start attacking the ranking
and score objects; sometimes you'll get an extra life or other bonus for doing
so. Also, the higher your rank, the happier Sonic is - he points at your rank rather disdainfully if you get a 'D'. The game really doesn't take itself too seriously - on
several occasions the cutscenes mock themselves and the daft storyline. Another
great thing this game does is offer help that you can easily ignore. If you
don't want assistance, you can switch it off. If you don't want to read the
information in-game, you just don't touch the information rings. Simple.
The acts themselves are just too samey, which is a real
shame. There are so many nice little touches and moments that will make you
smile, but the main levels seem to need a little more variety. One thing I
noticed, despite the tutorials, is that you are left to your own devices with
the Wisp power-ups. This isn't necessarily a bad thing, as it encourages you to
think about how you might use it and where. The problem is that the whole game
is designed around speed. You don't really have time to think too much about
what you have to do next, and it seems a bit jarring when you have these powers
that force you to stop and think. Oh, and one other tiny thing - throughout
every cutscene, Tails is with Sonic - effectively being the brains of the
operation - yet you can't play as him. Why not, game?
A lot of my issues with this game would have been resolved
if only there were fewer acts, or at least more stark differences between the
acts. I'd also like it if we were able to play as Tails. In the earlier games
he had slightly different abilities, which could be utilised to allow him
access to different parts of each level and provide a unique gameplay
experience. It would be difficult to accommodate the cutscenes for this, so why
not make it an option upon completing the game? It would give people a further
incentive to go back and play the levels again.
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Creepiest. Thing. Ever. |
Memory
The whole feel of this game is simply fun. You have very
lively and comical characters in both the villains and heroes; even the banter
between buddies Sonic and Tails has some bite to it. The whole amusement park
theme is consistent throughout the levels and the game screens; Eggman's descriptive
comments about the worlds are informative and amusing, and the in-game
announcements he makes will make you chuckle - in the 'Sweet Mountain',
attendees are advised not to lick the rides, but if they do? 'We warned you!'.
Everything's incredibly over the top, but it doesn't ever feel far-fetched;
even when Sonic keeps leaning on the fourth wall during the cutscenes. You get
to make Einstein turn in his grave by running upside-down along corkscrew
platforms, apparently kept in place by sheer momentum, you can use all sorts of
unusual powers that the levels are designed to accommodate (or are even built
around in some cases). Every level feels like a theme park ride - fast, fun and
occasionally nauseating.
There is also a
'Sonic Simulator' which I have to mention. It's supposed to be part of Eggman's
theme park, and from the sensor gloves, chest plate and protruding red beacon
Sonic wears, it's literally a VR machine where people can pretend to be Sonic.
I've no idea what this is for - the manual says you have to collect Red Rings
in the main game to access this, but beyond that there is no real explanation
(I've a sneaking suspicion it involves the ubiquitous Chaos emeralds). You have
several levels to traverse, which look like they've been built with LEGO and
thus is a radical departure from the rest of the world design. The music,
however, is unbelievably creepy. It's a genuinely unsettling experience playing
this weird simulator where Sonic is apparently hooked up to a VM machine to
play himself with the soundtrack of ominous death clinging to your ear drums,
and I don't know if this is what they were going for.
There is one huge fly in the ointment, and that is the acts.
I've said it numerous times, but there are too many, they're too similar and it
makes the game drag. By act four on the first world, I was starting to wonder,
'aren't we at the boss yet?', something I really shouldn't be thinking at any
stage of a game. It feels as though the makers were struck by a sudden need to
pad the game out, and tacked on a bunch of levels by modifying their existing
designs.
One other thing I find a little odd about this game is who the target
audience is. Sure, the cutscenes and overall look and feel of the game tell me
it's pitched squarely at kids (which says a lot about me, given how entertained
I was by all of that), but because the gameplay pretty much leaves you to fend
for yourself and goes at such a breakneck speed, it feels better suited to
older players. I suppose younger players wouldn't have a problem just ripping
through the initial levels, but when it comes to collecting necessary items and
progressing through the worlds, I think it could be frustratingly tricky for
them. One other tiny thing - I genuinely hate the fact that I have to listen very,
very carefully to Eggman's in-game announcements. Sure, they aren't relevant to
anything, but they're really funny - when you can hear them. This is especially
irritating on the stage select screen, however.
If only the acts were fewer, or the level design was
noticeably varied. The game really needs greater level variety to keep those
six act worlds interesting. Maybe just making the middle act a bonus act with
something completely out of left field - pinball, racing or collecting a number
of rings in an allotted time - would create a decent break from the similarity
of the other acts. The game sort of has its own in-built difficulty, given you
can choose to ignore a lot of the collectibles, but I still think the option to
be a bit more hand-holding would be a good thing to offer in a game like this.
Oh, and sort the music mix out so I can hear Eggman, or give him some
subtitles. Thanks.
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'Quickly, Tails; to adventure!' |
Overall, I found that what I enjoyed most about this game
was all the extraneous elements; the cutscenes, the visual design, the humour.
The main gameplay was certainly fun, but the sheer volume of repetitive acts
marred this game a little. This still has a lot going for it and
the unique method of collecting little alien creatures to obtain power-ups is
both a cute and interesting mechanic.
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