Sonic Colors: Final, Review
The Wii installment does the high definition to remind us that a Sega mascot can work in two and three dimensions.
The trajectory of the Sonic saga probably has no better analogy than the blue hedgehog itself: Sega it is capable of breakdown speeds in seconds, but also lose the collected rings as fast as they are stamped against some danger. For many years, that was the essence of a franchise that was able to lift Mega Drive to the Olympic platform and compete with the hitherto incomprehensible Mario, but from the jump to three dimensions that can be reached any consistency of type and quality of its recommendations. Fortunately, Sonic Colors was one of the most promising scenarios: on its arrival in 2010, so far exclusive Wii he elegantly withdrew from that cycle of expectations and disappointment.
That generation opened with the infamous Sonic the Hedgehog (2006) before Sonic and the Secret Rings took to the stage. on rails and Sonic Unleashed became more convinced during the half that he did not intend to fight enemy research driving a hedgehog wolf. It is not a very different case from the current one. even though the game in hand and Sonic Generations they got enough to trust the Sonic Team again, cracked in good faith by Sonic Lost World and, above all, Sonic Forces. This generation of Sonic Mania is a fan – created project that kept the illusion alive, a problem that the Sonic Team must be aware of because it did not prevent their next game coinciding with the 30th year. Instead we get Sonic Colors again, but this time remodeled to better adapt existing systems (PC, PS4, One and Switch).
Back to the basics
That exclusivity that is about to end Wii is a relevant factor because it just does not mean that now it will be released for the first one in high definition, also that its transit occurred in a different context to the other deliveries: just as Sonic and the Secret Rings and Sonic and the Black Knight were later designed to take advantage of motion sensors, Sonic Colors was designed as a return to the origins of attracting viewers of the more classic Wii-enabled platforms (Mario, Wario, Kirby, and Donkey Kong received deliveries of scroll winger for the first time in a few years). This resulted in both domination 2D perspective (which we will explore in a moment) as incredibly simple plot, which left out almost every recurring character to focus on Sonic (playable only), Tails and Dr. Eggman.
Strangely enough, the storytelling component is one of the most controversial points it could have, though not only because Knuckles, Shadow and company may be missing some fans. Colors is one of those games where usability prevails, and it is not until after the first few levels have passed that the initial sequence shows how Sonic and Tails has discovered a space amusement park created by Eggman to explore its true mission. This type of injury, atypical in the 3D phase of the saga, can be seen as one of its attractions, and hence the game continues to be fairly modest enough to make stops to reveal a simple argument when It introduces the two lacquer Eggman robots as well as the Wisps, small alien creatures that help the hedgehog giving him his skills.
The downside here is not as great in that simplification as in the implementation of its tone. Or, more specifically, in the no matter how childish the script gets. As a result of the attempt to make it “more Nintendo” – if we accept the license to consider it that way – it avoids the satiety of the characters, the plays and the twists and turns of some modern installments. over-correction that pushed too much in the other direction: Unlike characters like Mario or Donkey Kong and their expressive mimicry, Sonic, Tails and Eggman keep talking up their angles even though the plot doesn’t go anywhere, so the sequences are filled with little jokes that show the difference between “for all audiences” and “for children”. This is less of a problem because, again, the time spent on sequences is a small percentage of the game and can be skipped with a button without fear of losing important information. But it’s something that undermines the base of players who value that component more.
Meanwhile, the in – game side usually comes off much better, though it has controversial potential for some fans. As we said before, the title i got a few minutes of top speed in 3D, with the camera just behind Sonic or further afield to target it from more spectacular shots while running automatically or we have more limited control (dashes sides to change lanes), but most of the game —The eye, nearly three-quarters— held in 2D. Already at its Wii premiere, not everyone was sure about this team, since the racing moments in 3D are more spectacular and the 2D platform reduces the average speed a lot. Of course, turbines, accelerator panels, curls and springs have yet to move at their full speed, but sooner rather than later we find solutions. situations that require a little quieter and more observation.
The Wisps: Abilities in Full Color
Sonic handling, usually exemplary, it may expose some seams in these parts, for some physics that are not so adjusted for the millimeter for the 2D platform like other performers of the genre (although the difficulty is soft and scales almost in the real problem category) and for the possibility for the drone attack to make decisions against the player: the game has a double jump and is often necessary to overcome certain obstacles; However, if the retina is aimed at a nearby target (enemy, spring, grapple), the jump button will cause Sonic to automatically launch towards it, which rarely kills it. advancing to the next part of the level without the chance to go back.
It’s not a simple way of saying that if it’s harder for Sonic Colors to fall behind than progress. It’s an accident, but partly because of the game It is built in such a way that the level of renewal is most of its useful life. To see the credits you have to run without losing – although there is usually more than one viable route – to the final big ring of each of the thirty levels included (bosses aside), a task that can be completed in less than three hours, but then all is an additional set of hands-on learning and exploration of the notes, red star rings and Wisps.
Because these aliens are not starting, but unlocked as we move through the worlds (with some freedom in order) then appear on previous levels and allow us to reach accessible corners during the first pass. Of course, even with the basics, racing in order to get the credits quickly, the Wisps are still a key part of the development. Not surprisingly, the title “Colors” refers to them and their different properties depending on the color.
An whites refill the turbo bar; an cian to allow turn Sonic into a laser to launch it through artifacts created by caroms to reach places that cannot be otherwise accessed; an yellow they attend speed through underground and aquatic areas; an Orange they work as rockets that climb quite a few meters in a straight line before we allow ourselves to fall free; an blue they are both used for destroy ordinary blocks About changed status (from solid to invisible and vice versa) from other special blocks; an glas to allow to fly at low speed, though they accelerate in the laying of rings; an pink they are attached to walls to rolled in any direction, even upside down; and the purple Sonic’s transformation to a beast that grows in size and destroys everything in its path.
With each of them, moreover, now we must add a different performance, those of jade color, which allows wall and floor crossing if special hooks are to be projected to the other side. Of course, their integration was not haphazardly, but meet existing levels offer another way to reach previously accessible places with another Wisp or to collect some of the unrealized field signs in this version. Talking about …
Sonic Colors: Ultimate does not include new levels, but apart from the graphic enhancements, it offers some extra incentives to spend more time than the original. Some of these have already been mentioned field signs, which can be redemption to customize Sonic with various gloves, shoes or acceleration effects, as well as buying avatars for the profile based on other Sega sagas like Panzer Dragoon or Crazy Taxi. It’s a relatively small detail, but it does not appear and works to increase the density of the levels with more collections.
Final: additions, alterations and improvements
The method is another addition Rush Rival, a series of races against Metal Sonic unlocked by getting half the red rings in each world. There is only one person per world involved, and they act as ghost runners instead of a real competitor with whom we can physically interact, but it is another addition that does not draw and some tests eventually become very popular because, outside of the time stamp from which we have to go down, we also have to necessary to complete the jug races, without using the control points scattered across the levels.
Speaking of checkpoints, another change concerns the system of continuity. In the past, the player could have a life for Sonic to restart the levels from the last checkpoint in case of death. If the counter reached zero, it had to start from the beginning. No more here. In Ultimate we can reach the final control and the worlds, now facing Tails, act so that the two – tailed fox leaves us close to where we fell or an enemy put an end to us. Given the smoothness and general sharpness of most of the stages this is not a major change of impact, but certainly lower the level of demand by ensuring that these checkpoints are permanent.
Then there is the soundtrack. Colors music has always been one of the most admired and well-loved sections, so some fans may have been worried to find out it was organized with new instrumentation. Whether the new versions or the older versions are better than something that is up to everyone ‘s taste, while Ultimate takes a slightly different approach than usual and does not change everything at once, it does not leave the choice restore the original. Really use everything: Of the six acts in each world, three are set with the remixes and three more with the 2010 versions, then now levels are always more different from music (this avoids steps Sonic Simulator, the method with two-player multiplayer).
Last but certainly not least, we come to the graphic section. At the moment we only had access to the PlayStation 4 version and we played it in the standard model (not Pro or PS5 by backward compatibility). The improvement is clear and not limited to solution (1080p in our case, although it reaches 4K on suitable platforms), the lighting and some details about the steps were also re – chosen to give it a more current finish. Below these lines we leave you some comparative images to enlarge if you want to check them in more detail.
In the days of the Wii, the Sonic Team sacrificed the frame rate (then ran at 30 frames per second, instead of 60 like the Nintendo platforms featured) to achieve a higher level of detail, which detracted from its fluency then, but now works in its favor because of it the very good type while keeping the jump keeps high definition. Of course, it’s still a long way from running through a native PS4 game, but there seems to be something more in line with the PS3 than the Wii itself. Unfortunately, not all of those glitters are gold and this version has some rough edges that surprise us: the loading times are longer when you enter the levels than on Wii, and at certain moments (we emphasize the punctual) the game you may have a slight delay. It’s not a serious thing, but it can be improved by updating.