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| Subject: Sonic Colors Ign Review!!! Thu Jun 17, 2010 4:51 pm | |
| hey guys! ign said very good think of this games, they said Sonic Colors is the best game of the Sonic Generation! they talk og the izuka demostration, too, of the history, the wisp powers and of the gameplay and the similar desing of Sonic Unleashed, well, the words, of the ign megazine: - Quote :
- orginal posting by the Ign:
SEGA took some lessons from the critical reception for Sonic Unleashed. While numerous outlets praised the daytime sections, the now infamous Were-hog sections were universally panned as odd and unnecessary additions to the Sonic formula. In Sonic Colors, SEGA has eschewed such drastic departures to their game design, instead focusing on the titular color-based power-up mechanic. This just might be the best Sonic game of this generation.
The premise of Sonic Colors is… complicated. Dr. Eggman has created an interstellar amusement park by leashing together several planetoids with "energy chains," and has enslaved the sentient Wisp creatures that reside there for an as-yet-unknown purpose. Sonic, being the nice blue boy-hedgehog-thing that he is, has taken it upon himself to rescue the wisps and once again foil Dr. Eggman.
Levels in Sonic Colors are selected from a hub screen showing each of the planets that make up Eggman's Incredible Interstellar Amusement Park . For E3, producer Takashi Izuka had two planets to show, Tropical Resort and Sweet Mountain. Tropical Resort is fairly familiar for anyone who's played a proper Sonic title over the last 20 years, with its greenery and giant loops. Meanwhile, Sweet Mountain is a planetoid transformed into an enormous bakery, where Eggman has set up towering confectionary-cranking machines producing sweets to be carted to the rest of his amusement park.
Wisps provide Sonic with his new color-coded abilities. Each color of wisp grants a particular gift that Sonic can use to overcome particular obstacles or find hidden paths through levels with their own secret treasures to discover. Izuka stressed that the E3 demo I was shown is different from the final game in that Sonic's wisp abilities will be unlocked by players over time in the final game; for our demo, Izuka could use all the wisps found in each level.
Wisp abilities are acquired by freeing the appropriately colored wisp from a holding container, and then deployed by shaking the Wii-mote (not as annoying as it sounds). These abilities are best employed at particular points in each level. Yellow wisps, for example, grant Sonic the ability to spin-drill through sand, often to hidden areas and paths in each level. In the full game, players will frequently encounter sand prior to acquiring the ability to use yellow wisps, but the developers hope that this will encourage them to revisit earlier stages after earning more abilities.
zuka also demonstrated the cyan wisp's gift to Sonic, a sort of cyan laser. When activated, the screen darkens, and a cyan dashed line appears from a spin-dashing-in-place Sonic, moving slowly back and forth. Players activate the ability when the line is pointing where they want to go, which rockets Sonic forward, destroying any enemies or fragile objects in his path. The cyan laser can also be used with a few environmental objects as well; at certain points an electrical coil can be found pulsing with cyan electricity, and aiming Sonic's lasered self into it will send him flying down predetermined circuit board style paths. Meanwhile, using the cyan laser on specific crystals around levels will shoot Sonic outward to ricochet off a series of the gemstones to often hidden locations.
While I didn't get to see any story aspects of Sonic Colors, Izuka and US producer Patrick Reilly mentioned that American writers (whose previous credits include Madworld -- yes, that Madworld) have been hired to create a story for the game that both adults and kids can get into.
Of course, the proof is in the blue pudding, and all of the clever writing and interesting new mechanics in the world won't save another Sonic game with poor controls or level design. After spending some time playing the game, I'm happy to say that at this point, it's pretty much exactly what I'd want and expect from a modern Sonic title. There's a great sense of speed that vacillates between manageable and uncontrollably fast, a dynamic that dates back to the great 16-bit Sonic games. The levels themselves are also well designed both from a gameplay perspective and artistically – Sonic Colors maintains a consistently excellent look in the levels I've seen that holds up as a side scroller and in third person. While IGN's EIC Hilary Goldstein has made known his excitement for the upcoming XBLA and PSN rebirth of 2D Sonic games in Sonic 4: Episode 1, after spending time with both, I'm surprised to find I'm more interested in Sonic Colors. Found In: Ign | |
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