The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
Any self-respecting Sonic fan will tell you that Sega’s premier
franchise has spiraled downward over the years. However, an important
distinction must be made here: While the console games have been awful,
the handheld titles quietly retain impeccable quality. Developer Dimps
has been leading the handheld charge with terrific Sonic platformers
from GBA to DS, and it continues its run of entertaining titles with
Sonic Colors captures the most fluid sense of speed
I’ve ever experienced in a Sonic game. Players blaze through bright and
gonzo levels at the push of a button thanks to a holdover from the Sonic
Rush series – the boost gauge. The classic spindash still exists, but
boosting retains momentum better and makes tearing through double screen
loop de loops and zipping across water fast and easy.
ability is joined by a plethora of multicolored powerups called wisps,
and each adds an interesting new gameplay mechanic without succumbing to
Werehog-itis. Sonic frees captured aliens, gaining abilities like a
drill, ricochet laser, and rocket. My favorite transforms Sonic into an
all-consuming black-hole, which allows him to vacuum up enemies and rings , becoming huge in the process.
Boss fights are handled
similarly to the Sonic Rush titles, which infuse a 3D element to create
more depth in perspective and strategy. These fights shine brightest
when Sonic is dismantling a gigantic spacecraft by destroying turrets or
challenging Dr. Eggman to a dramatic, multi-stage final battle. Sonic
Colors also features the series’ most addictive and well-balanced
special stages. Players steer Sonic with the stylus through halfpipe
collect-a-thons, reminiscent of Sonic 2, which make going back for chaos
emeralds more of a treat than a chore.
While the core game is a
riot, the experience ends just as it approaches blissful levels of fun.
Sonic Colors can be completed in a few hours, about the same time as one
of the Genesis-era titles. Replay incentives such as time trials,
item-collecting missions, by-the-numbers multiplayer, and unlocking
wisps in earlier stages are nice additions, but become too repetitive.
you’re craving more after Sonic 4, looking for a great DS game, or just
want to experience an awesome platformer, don’t let Sonic Colors pass
Email the author Tim Turi, or follow on Twitter, and Game Informer.