I'm glad to see I'm not the only one that felt the like the story felt kind of empty. People have said its the best since S3&K, but that was so much more immersive. It was good, very Sonic, but I still felt like it was lacking something.
Length of the game didn't bother me at all. I would rather have my Sonic games be short and sweet other then a long clusterfuck of poor design. Also, S3&K had the best story in the series period.
I felt S-Ranks were pretty easy to get for the most part. In Asteroid Coaster Act 6, I accidentally missed a red ring and then lost all of my rings when fighting that gravity thingie and I still managed to get an S-Rank (my time was 3:20). Whoops, late responce. Personally, I felt the story was just the right length, although I really hope in the future we get a game told the same way as Sonic 3&K was.
As much as I'd prefer longer Sonic games, considering the frequency of release of Sonic games, they need to be short and sweet. Seeing as Sega will never give Sonic the love, time, and care he deserves, any huge game at this point will prolly be horrendous. (example: Sonic 06)
I honestly felt like they could have put all the side missions from the DS version in the Wii version. (The final boss monster thing could have been put in as well, but I'd rather it not.)
Wouldn't it be nice to play a long game of good design? Ideally I would like my Sonic games long and sweet. Like S3&K. I'm kinda disappointed Sonic Colors wasn't as long as Unleashed HD, I was hoping us Wii owners could finally get a decent, long game. Instead we got a decent, but short game.
This. The DS missions were lame as hell and the Final Boss in the DS version was the most idiotic Doomsday Super Sonic Final Boss yet. There was no point for it at all other than a dodgy plot thread buried after beating one of the missions. Hopefully this is the last time this happens. I'd much rather Super Sonic within the stages than some idiotic "Extra Boss."
You would think that Dimps, having programmed everything for Super Sonic in Sonic 4, would have the same concept of implementing it in Colours. At least try and make your port as close to the DS version as possible. Not having Super Sonic in levels was simply the lazy way out.
Is it really? I mean, I would assume it would take more effort to make a new boss and level just for Super Sonic rather than just making him accessible in pre-existing levels. That makes it feel like they went out of their way to irritate fans.
I call it the lazy way out because Dimps have done this with Super Sonic since Sonic Pocket Adventure.
The standing excuse is that Super Sonic cannot use wisp abilities, as is seen in the Wii version, and the level design in the DS version is much more reliant on using the wisps, so much so that workarounds cannot be made to accommodate the change in gameplay. So instead, they offered Infinite Boost Gauge mode, which is pretty much the same as Super Sonic without really being Super Sonic.
A Sonic game should feel long, but that length should come from the game play, not the plot. S3k was the longest Genesis Sonic game, and it was fun the whole time. Colors came close to giving us that feeling (opinions on that may vary). I never played Unleashed so I have no idea of the plot-to-game ratio.
The sig above me at the end of the last page is hilarious. I would love to see the video from which it comes from. Correct me if I'm wrong, but Sonic 3 & Knuckles isn't even that long. Only reason why it seemed long back in the day was because of the multiple attempts to get Emeralds in special stages that were new and Carnival Night zone. That game can be beaten in one sitting just like Colors, only it's a much more enjoyable experience.
I would agree with you, except for one fact: I can complete Sonic Colours (Egg Shuttle Run) faster than I can Sonic 3 & Knuckles (as Sonic), and I've had much more experience with the latter. This could be due to a number reasons - the relatively long score tallies and cutscenes present in S3K but absent in SC ESR, the increase in potential speed, or my willingness to use Wisps to fuck up the levels and skip entire sections. Sonic 3 & Knuckles has 25 acts, Sonic Colours has 45; however, quite a few of SC's acts can be completed in less than 45 seconds, and most in less than a minute and a half. Saying that, they're both of similar length, and that's fine by me. Completing the game in one sitting was usual (and for most even necessary) in the classic MegaDrive games. The fact that they've added a mode that allows you to do this (all the while keeping your score, lives, and even rings between levels) only adds to the game. That plus Super Sonic in levels makes this a perfect hybrid of classic and modern, in my eyes. That said, another 25 acts or so wouldn't have done any harm.
Actually, if anything, I'd have cut down the number of acts, only add another original environment. Seeing as how this game reuses parts of levels, we could have had 2 or 3 big acts, maybe 1 gimmick act, a boss, and then like 7 planets instead of 6. Then Challenge mode wouldn't get so repetitive. Like I would have loved to have seen some kind of snow planet.