There is a handful of Sonic games that are almost universally appreciated by fans. One of these games is Sonic Colors. Considered a triumphal return to the shape after a series of weird failures, I had not yet played this highlight of the series. Fortunately, I recently had the chance to sit for a very short race through Sonic Colors: Ultimate. Even with just 30 minutes to my credit, it is clear that fans were on something, all these years ago. It's a decent Sonic 3D game.
Colors takes place in a beautiful and strange theme park directed by Robotnik. Old Eggman harvests adorable extraterrestrials as a source of energy, a dark plot that the game treats with a curious fantasy. Maybe being used as a living battery just lets you tired and sad? I played only thirty minutes, after all. The dialogue in these opening sections is fun, bright and intelligent. The story does not take too seriously, which is a huge relief. The Blue Blur is at its best when it has fun, after all.
The fight is given a shot in the arm with the introduction of the Wisps, the extraterrestrials mentioned above. Different color creatures give access to different powers. The first you unlock is a great laser guided dashboard. It's great to accidentally pull up and also shred the first real boss fight. Otherwise, you always do this automatic target air intake that transforms regular enemies into harmless platforms. With or without powers, move through the steps is fast and frenetic without feeling overwhelming or difficult to handle. Even with the game broadcast on my PC, the controls were always strong. It's auspicious for effective exit this fall.
Apparently, I had access to three different areas during the demo? I chose (without wanting it!) To fully explore the first zone. But it does not matter, because the first zone is delicious. If what I saw is an indication, the gameplay is very varied, well rhythmic and sometimes quite unconventional. It's a lot of familiar comfort for a fan of Sonic, but still! I was challenged, I was intrigued, I was crazy about joy. But never too frustrated. I know there is almost certainly frustration in my future, but it's fine.
Speaking of frustration, one thing that persists in Colors: Ultimate is the philosophy of control. For new players, it's important to know that Sonic almost always moves as if he had rockets in his shoes. About too fast, slipping slightly until stopped, begging to accelerate beyond your skinquarter. I still went through that at first, but we are acclimating quickly. Sometimes we have the impression that the steps are not designed for a fast crossing. They are! There is just a more and more important challenge.
Since it is a remill, some time should be devoted to immediately apparent improvements compared to the original version. What I can not just do! I never played the original Sonic Colors. I entered this blind demonstration session. My only context is a ton of other Sonic games. In this broader context, Colors: Ultimate looks awesome. There are none of the bizarre self-tone tones that afflict so many other versions. The controls and the mechanics are well roded and perfectly fluid. And, thanks to the somewhat timeless aesthetics shared by the modern Sonic games, it looks a lot like a new version.
There is a lot to wait here. The follet lights and the many powers they unlock, the fantastic worlds of theme parks to explore, the ventilated narrative tone and the fast action are all very promising. All my praise and expectations are of course expressed in the usual Sonic Tropes and Models. To say that it looks excellent "for a sonic game" seems nasty, but it's for love! If it was not at least a bit odd, clumsy and uneven, I would be a little shocked. Disappointed, even. Sonic Colors: Ultimate looks like a pure Sonic game and not filtered, not to be missed when it released in September.
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