Did anyone else notice that the boost appears to be slower in Sonic Colors DS? I mean, when you weren't distracted by Fireball Sonic charging up and exploding all over the screen. That's fucking cool.
Sonic Colours out for Wii/DS No copyright law in the universe is going to stop Retro.
#3918
Posted 15 October 2010 - 11:08 PM
And I don't know if anybody has mentioned that Miis are playable in 2p yet.
Sale. Done deal, game is bought already. All I need to do now is wait for it to come out, get some moneys, and pay for it. This game can be as broken as sonic 4 and I'll buy it anyways.
#3920
Posted 16 October 2010 - 09:47 AM
Since this rumor is getting out of control why doesn't the person who started it go back and take pics of this pre-order box?
#3921
Posted 16 October 2010 - 10:23 AM
FIRST SONIC COLORS REVIEW!
Some people are trying to get scans soon, but NGamer Magazine gives Sonic Colors an 86%.
Some key points people who have the magazine have said:
- They complimented the Wisps, saying that they are the heart of the game and like the power-ups in Super Mario Galaxy 2, they are fun to use and really open up the massive level design
- They liked the story, dialogue and cutscenes quite a bit
- They appreciated the fact that a lot of it was down to skill. For example, they said that if they were to ever fall into a bottomless pit it was due to lack of skill and not memorising the level design (like in Unleashed)
- However, they did comment on how the 3D sections, although fun, were rather "play it safe" as they were quite largely on rails and do not require too much skill
- They also commented on the fact that some of the boss ideas are rehashed
Some people are trying to get scans soon, but NGamer Magazine gives Sonic Colors an 86%.
QUOTE
“Colours rockets Sonic closer to the stratospheric heights of past glories and hints at a great future. Welcome back, old friend. It's been too long.”
Some key points people who have the magazine have said:
- They complimented the Wisps, saying that they are the heart of the game and like the power-ups in Super Mario Galaxy 2, they are fun to use and really open up the massive level design
- They liked the story, dialogue and cutscenes quite a bit
- They appreciated the fact that a lot of it was down to skill. For example, they said that if they were to ever fall into a bottomless pit it was due to lack of skill and not memorising the level design (like in Unleashed)
- However, they did comment on how the 3D sections, although fun, were rather "play it safe" as they were quite largely on rails and do not require too much skill
- They also commented on the fact that some of the boss ideas are rehashed
This post has been edited by Dusk Golem: 16 October 2010 - 10:23 AM
#3922
Posted 16 October 2010 - 10:37 AM
86%? Thats pretty damn good. not a 100% but still good for a sonic game.
hopefully this is a start to good reviews for a change.
hopefully this is a start to good reviews for a change.
#3923
Posted 16 October 2010 - 10:42 AM
QUOTE
“Colours rockets Sonic closer to the stratospheric heights of past glories and hints at a great future. Welcome back, old friend. It's been too long.”
Sigged. What a great quote.
Also, I'm very glad the bottomless pits don't rely on memory anymore (which was incredibly frustrating in Unleashed).
#3924
Posted 16 October 2010 - 10:45 AM
Nice. Really nice.
Actually it's really great to hear people like the storyline, dialogue and voice acting for a change. It must be pretty good if people don't throw the word "cringeworthy" into the mix.
Actually it's really great to hear people like the storyline, dialogue and voice acting for a change. It must be pretty good if people don't throw the word "cringeworthy" into the mix.
#3925
Posted 16 October 2010 - 11:10 AM
LOTS More points and Miis playable CONFIRMED!
- "What if Sonic were to play Mario at his own game and gain a little ground? ...the result is Sonic Colours."
- "The Similarity to the Mario Galaxy Games is it's abundance of ideas. This is Sonic Team in an uncharacteristically creative and generous mood. It's one that suits them well. The addition of the power-altering wisps is what does it."
- "These aren't powerups, they're toys - single-use shots of pure fun that have the happy side effect of opening up new pathways in already pleasingly labyrinthine stages."
- "The lists of powers goes on and on, and backtracking to find new areas in which to use them is a big part of the fun."
- "Crucially, the Wisps don't sacrifice Sonic's speed; they simply reveal more runways for him to work on. And that's brilliant. Speed alone reduces gameplay to a simple progression of left to right, but moments of calm exploration add texture and a sense of adventure."
- "The environments are every bit as playful as the new wisp powers ... each of them is packed with stages large and small ... some are built with one idea stretched to the limit; others are constructed solely to test just how robust the new wisp powers are."
- "The result is a series of intricate and occasionally extremely tricky levels."
- "Again, we're reminded of Mario Galaxy, particularly when Sonic plummets off the bottom of the screen for the umpteenth time and we get exasperated at our own lack of skill rather than the unfairness of the game."
- "Better yet, every stage compels you to push harder, aim higher. Maintain that speed, keep your eyes open, cross any available digits and you'll see wonders."
- "The world is there to be reduced to a blur or discovered; to be sped through or explored to your satisfaction for an improved rank and more hidden medals. The choice is yours."
- "Find enough of those medals and you'll unlock Game World, a Sonic shaped satellite that houses Eggman's Sonic simulator."
- "As a multiplayer game Sonic Colours is less than perfect (the speedy action often results in a game of tug of war using the screen as a rope)."
- The ability to swap Sonic for your Miis means there's still throwaway fun to be had." (in multiplayer)
- "If the 2D sections reconfirm Sonic as a true platforming superstar and make a virtue of his speed, the 3D sections can be more problematic. Kinetic, beautiful, and dizzying. Perhaps it's because the sort of precision we demand just isn't compatible with speed. To be fair, Sonic Colours does a good job of making these sections work but the result is stages that can feel on rails or, worse, railed for safety. But while still not perfect, they are definitely the best of Sonic's career to date."
- "Much of the game plays out in 2D."
- "The storytelling here is *gasp* rather good. Humour is the strong point and even Tails manages to be less nauseating than usual."
- "For the most part Sonic Colours is big on spectacle, so it's odd that the bosses are so lightweight. What good ideas are here (sabotaging a huge battleship before taking on its clockwork captain) are repeated."
- "Only the Starlight Carnival Boss, an immense warship, really pushed our skills by constantly switching from 2D to 3D."
- "But these are minor niggles in an otherwise first rate package."
- "Sonic Colours' greatest achievement, then, is in handing back control to the player without losing that queasy feeling that you're about to go off the rails."
- "Sonic's ditched the J-Rock for a full on orchestra, with impressively catchy results."
Summary - "Colours Rockets Sonic closer to the stratospheric heights of past glories and hints at a great future. Welcome back old friend, it's been to long."
- "What if Sonic were to play Mario at his own game and gain a little ground? ...the result is Sonic Colours."
- "The Similarity to the Mario Galaxy Games is it's abundance of ideas. This is Sonic Team in an uncharacteristically creative and generous mood. It's one that suits them well. The addition of the power-altering wisps is what does it."
- "These aren't powerups, they're toys - single-use shots of pure fun that have the happy side effect of opening up new pathways in already pleasingly labyrinthine stages."
- "The lists of powers goes on and on, and backtracking to find new areas in which to use them is a big part of the fun."
- "Crucially, the Wisps don't sacrifice Sonic's speed; they simply reveal more runways for him to work on. And that's brilliant. Speed alone reduces gameplay to a simple progression of left to right, but moments of calm exploration add texture and a sense of adventure."
- "The environments are every bit as playful as the new wisp powers ... each of them is packed with stages large and small ... some are built with one idea stretched to the limit; others are constructed solely to test just how robust the new wisp powers are."
- "The result is a series of intricate and occasionally extremely tricky levels."
- "Again, we're reminded of Mario Galaxy, particularly when Sonic plummets off the bottom of the screen for the umpteenth time and we get exasperated at our own lack of skill rather than the unfairness of the game."
- "Better yet, every stage compels you to push harder, aim higher. Maintain that speed, keep your eyes open, cross any available digits and you'll see wonders."
- "The world is there to be reduced to a blur or discovered; to be sped through or explored to your satisfaction for an improved rank and more hidden medals. The choice is yours."
- "Find enough of those medals and you'll unlock Game World, a Sonic shaped satellite that houses Eggman's Sonic simulator."
- "As a multiplayer game Sonic Colours is less than perfect (the speedy action often results in a game of tug of war using the screen as a rope)."
- The ability to swap Sonic for your Miis means there's still throwaway fun to be had." (in multiplayer)
- "If the 2D sections reconfirm Sonic as a true platforming superstar and make a virtue of his speed, the 3D sections can be more problematic. Kinetic, beautiful, and dizzying. Perhaps it's because the sort of precision we demand just isn't compatible with speed. To be fair, Sonic Colours does a good job of making these sections work but the result is stages that can feel on rails or, worse, railed for safety. But while still not perfect, they are definitely the best of Sonic's career to date."
- "Much of the game plays out in 2D."
- "The storytelling here is *gasp* rather good. Humour is the strong point and even Tails manages to be less nauseating than usual."
- "For the most part Sonic Colours is big on spectacle, so it's odd that the bosses are so lightweight. What good ideas are here (sabotaging a huge battleship before taking on its clockwork captain) are repeated."
- "Only the Starlight Carnival Boss, an immense warship, really pushed our skills by constantly switching from 2D to 3D."
- "But these are minor niggles in an otherwise first rate package."
- "Sonic Colours' greatest achievement, then, is in handing back control to the player without losing that queasy feeling that you're about to go off the rails."
- "Sonic's ditched the J-Rock for a full on orchestra, with impressively catchy results."
Summary - "Colours Rockets Sonic closer to the stratospheric heights of past glories and hints at a great future. Welcome back old friend, it's been to long."
#3926
Posted 16 October 2010 - 11:32 AM
Miis? In my Sonic Colors?
God damn this game is awesome. I think it's safe to say that Sega finally didn't fuck up.
God damn this game is awesome. I think it's safe to say that Sega finally didn't fuck up.
#3927
Posted 16 October 2010 - 01:15 PM
Nice to see positivity for a Sonic game for once. I don't doubt that there are minor points that would bother reviewers, as it's a first attempt at a new design philosophy. Hopefully this positivity continues, because I hope that Sega realizes that they got something good going here.
This post has been edited by quarterman: 16 October 2010 - 01:27 PM
#3928
Posted 16 October 2010 - 01:47 PM
- "The Similarity to the Mario Galaxy Games is it's abundance of ideas. This is Sonic Team in an uncharacteristically creative and generous mood. It's one that suits them well. The addition of the power-altering wisps is what does it."
I think this is a key point. They are relying less on a single gimmick to completely hold the game together and using numerous ideas and concepts to keep it diverse. Concepts like the werehog weren't bad per se but they were limited and not expanded nearly enough to keep the game from becoming repetitive and dull. Attention to other gameplay additions as well as diverse level design that exploits them helps expand and keep a gimmick entertaining.
This post has been edited by E-122-Psi: 16 October 2010 - 01:48 PM
#3930
Posted 16 October 2010 - 03:39 PM
For anyone else who likes looking forward to the wallpaper releases, AAUK put up a new one for Sonic Wrecks. http://www.sonicwrecks.com/depository/exclusive-wp


