Posts Tagged ‘ jim-sterling

Review: Sonic Colors 13 November 2010 at 8:00 am by Admin

Review: Sonic Colors screenshot

It’s strange to think that in the same year Sega launched a traditional 2D Sonic the Hedgehog game that finally gave the fans what they wanted, it was the announcement of a Wii game that continued in the same vein as the undesirable “modern” titles that captured the excitement of the fans. 

Sonic Colors, despite its status as a “3D” Sonic, complete with a focus on narrative, gimmicks and brand new colorful friends, has somehow convinced everybody that this is the legendary “return to form” that Sonic fans have been waiting for. 

All I have to ask is … how has Sonic Team managed to pull the wool over our eyes again?

Sonic Colors (Wii)
Developer: Sonic Team
Publisher: Sega
Release date: November 16, 2010
MSRP: $49.99

At first, Sonic Colors appears to have finally done everything right. By taking the fun and speedy levels from Sonic Unleashed and leaving behind the dreary “Werehog” nonsense, Colors breezes through its first few stages with an empowering, thrilling charm. It truly does manage to convince one that Sonic has finally nailed it. 

Then come the laggy controls … and broken homing attacks … and pitfall deaths … and 2D platforming sections so badly presented, you’d think they were patched together by chimpanzees. Then you realize that Sonic Colors is a case of the same old problems, in a brand new package. 

The simple fact of the matter is this — Sonic Colors is terribly designed. The level layout is atrocious, putting the focus on cheap pitfall deaths instead of real challenge, and various platforming sections that clash with the game’s very physics. There are issues in Sonic Colors that have plagued the series since Sonic Adventure first arrived on the Dreamcast, confirming once and for all that whoever works at Sonic Team, they just don’t have a clue what’s wrong with their games.

This is compounded by the fact that Colors tries to be two games at once, despite the fact that Colors isn’t versatile enough for that. The engine simply isn’t equipped for both 3D racing and 2D platforming, and the abhorrent way in which Sonic controls during these latter sections demonstrates this fact over and over again. Sonic floats mystically in the air with every jump, making precision landing next to impossible. The jumps possess an otherworldly inertia that one never quite gets used to, making these segments feel laggy and uncomfortable. 

And this is all before we get to the controls. 

First of all, don’t use a Wii remote. This game requires a Classic Controller to even start being enjoyable. Secondly, whatever controller you use, the layout is absurd. For instance, you’ll need to make liberal use of the double jump, but if you double jump when there is a homing attack target nearby, you’ll whizz over to the target instead. Sometimes this can land you in trouble, especially during the sections where the camera zooms out to such a degree that all the graphics look like a muddy blur and you don’t even know where Sonic is, let alone how to get him across a network of moving platforms. Sometimes, the game seems to require sheer dumb luck in order to progress. 

There are also sections where Sonic must quickly zip from left to right while running along a path. These were among my favorite parts of Sonic Unleashed, mostly because Sonic’s movements used the left and right triggers, which felt rather satisfying. Not so with Colors, even on a Classic Controller. In Colors, you have to push the movement stick left and right, while still pushing forward to keep Sonic running. I’ll let you guess just how great that feels. 

Fortunately, the game gets some enjoyable moments thanks to the Wisp gimmickry. Usually, Sonic’s gimmicks are the worst part of his games, but at least the Wisps of Sonic Colors have some merit to them. These little aliens are being used by Dr. Eggman to power his intergalactic theme park, and once freed, they bestow upon Sonic a multitude of special abilities. White Wisps allow him to dash, Orange Wisps turn him into a rocket, and Purple Wisps change Sonic into a giant maw of chomping death. These alien abilities are legitimately fun to use, helped by the fact that Sonic’s various transformations are quite unique and even adorable at times. 

The Wisps aren’t always mandatory to the completion of a level, but they can open up new paths in order to collect more rings, find shortcuts, or collect red tokens for unlockable stages. Of course, sometimes the speed at which the game moves makes missing Wisp opportunities far too easy, and it seems Sonic Team expects you to replay levels over and over again to learn where everything is. Unfortunately, the fun levels are so few that you’ll be angry you played most of the stages once, let alone multiple times. 

The frustrating part is that, at times, Sonic Colors truly does show flashes of brilliance. Several of the earlier levels are fantastic, finding as they do a perfect mix between speed and challenge. When a level works, it really works, and some of the boss fights are more unique and clever than your usual Sonic fare. The game’s story is also fairly tolerable, and Sonic seems to have had a personality makeover, now becoming an affable idiot with a terrible sense of humor. His new voice actor, and this amusing personality shift, make for a much more enjoyable hedgehog than the “cool dude” we’ve seen in the past. The jokes don’t always work, but the writing is vastly improved over previous games.

It seems, however, that the further the game goes, the less the developers gave a crap, and every instance of inspiration soon gives way to the same sloppy, slapdash construction we’ve witnessed a dozen times before. Even when a stage starts brilliantly, the game invariably finds a way to muck it up with some sort of new environmental trap that wasn’t introduced properly, or a slice of transparent trial-and-error gameplay that has been designed purely to force a replay. To its credit, Colors attempts to curb the frustration of pitfalls and platforming by flashing a warning sign before a jumping section, but these warnings are so vague and appear so suddenly that they might as well not be there. 

The Wisp idea is pretty cute and remains fun throughout and there are a smattering of well crafted stages, but the rest of the game provides absolutely nothing you didn’t already play in Sonic Unleashed or any other 3D Sonic game released in the past ten years. The problems are exactly the same, and shoddy levels are just as bad as always, and death-by-pitfall is in as much abundance as ever.

Sonic 4 had its problems, but at least it was an improvement. Sonic Colors feels like a step right back into the same crap this series has drowned in for the past decade. If I had to pick a color for this game, it would be brown, for very obvious reasons. 

Score: 4.5 — Below Average (4s have some high points, but they soon give way to glaring faults. Not the worst games, but are difficult to recommend.) 



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+ This is how Sega sees Destructoid’s reviews editor By Admin 12 November 2010 at 9:40 am and have No Comments

This is how Sega sees Destructoid's reviews editor screenshot

Jim Sterling, drawn as a troll. Attached to our DS review copy of Sonic Colors, courtesy of Sega PR. 

It’s almost like they’re trying to tell us something.

+ The Jimquisition Live: Call of Duty: Black Ops By Admin 12 November 2010 at 8:00 am and have No Comments

The Jimquisition Live: Call of Duty: Black Ops screenshot

Watch live video from publicaccessdestructoid on Justin.tv

Missed the show?  Catch the archived clip here, or follow us on Justin.tv to catch the next one.

+ Saints Row 3DS/XBLA won’t play like Saints Row By Admin 04 November 2010 at 11:00 am and have No Comments

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According to THQ core games boss Danny Bilson, the 3DS/XBLA spin-off of Saints Row won't play like a Saints Row game, despite original plans that would have had it do just that. 

“It’s going to be a different — we actually changed the design and are doing something more unique,” he explains. "This is just creative but we wound up feeling the game we were building was too much like a section of Saints Row that you could play in Saints Row.

"Now we’ve come up with a new design with a completely original game mechanic and we’re building out something that supports Saints Row with that."

Frankly, I wouldn't mind a traditional Saints Row row experience on my 3DS, but it's cool that they're actually working hard on making something fresh and unique. I'm guessing we'll see a top-down game, a'la old school GTA, but who knows? So long as it's as absurd as Saints Row 2 was, I'm looking forward to it. 

Danny Bilson Interview [Shacknews]

+ Silent Hill: Revelation announced as 3D movie By Admin 04 November 2010 at 9:40 am and have No Comments

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The next Silent Hill movie, Silent Hill: Revelation has been announced, and is being filmed in 3D. The film — directed by Michael J. Bassett — revolves around Heather Mason, who is on the run from "dark forces" along with her father. 

The first movie was more or less alright, despite gathering much hatred from other fans of the series. I can't say I'm expecting much out of this one, but who knows? Maybe we'll get a Pyramid Head rape scene that looks like it's COMING RIGHT AT US WOOOOAAAAAH!

Stupid 3D. 

AFM '10: BREAKING NEWS: 'Silent Hill: Revelation 3D' Director!!!! [Bloody Disgusting]

+ Dynasty Warriors Online enters open beta By Admin 03 November 2010 at 3:00 pm and have No Comments

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Dynasty Warriors Online, the MMO spin on Koei's popular hack n' slash franchise, has entered open beta with an incentive for any warriors who have a lot of time on their hands. Aeria Games is offering $4,000 worth of prizes to their most dedicate beta testers, so you better keep your clicking finger well lubricated.

The grand prize is an  Alienware M17x notebook computer. That's ridiculous!

If you want to go hitting things online, you can download the game right here. I've given the closed beta a go, but haven't had time to really get into it yet. Hopefully I'll see some of you there this week!

+ Black man loves Pokemon By Admin 03 November 2010 at 2:20 pm and have No Comments

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http://www.youtube.com/watch?v=Brk7UH3R5u8

The crips and bloods ain't got shit on Blastoise and Charizard. 

+ Free App of the Day: Kick the Zombie By Admin 03 November 2010 at 1:40 pm and have No Comments

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Kick the Zombie is one of those incredibly familiar games where you launch something from one side of the screen and see how far it travels. You've doubtless played a billion types of this game before, but this one is free, and has a pretty theme tune. 

The game definitely needs a more frequent appearance of power-ups to keep things interesting but the ability to buy guns and juggle the hapless ghoul is still pretty neat. It's a decent enough distraction and could well get better with updates, so snap it up while it's free!

Sausage muncher. 

[Found a free App? Think it's good? Hitting me up on Twitter is the fastest way to let me know about it. Please do so -- finding good iPhone games is hard!]

+ Schwarzenegger vs. EMA: Things that happened By Admin 03 November 2010 at 12:00 pm and have No Comments

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Yesterday, the Supreme Court heard the case for and against government legislation on so-called "violent" videogames. You can read the full transcript of the arguments right here. The basic message, however, seems to be that California isn't going to achieve anything other than wasting money that its broke ass can't afford to lose. 

California appeared to underestimate just how savvy the Justices were, with Justice Scalia raising the point that seemed to typify the entire case: "Some of the Grimm's fairy tales are quite grim, to tell you the truth … Are they okay? Are you going to ban them, too?"

To be fair, the EMA itself got some tough questions about how to display mature videogames, but the early goings suggest that the flimsiness of California's argument was exposed. It's very easy to argue against videogames on FOX News where an opposing viewpoint won't be heard, but when the anti-game campaigners are actually forced to debate their beliefs, the vagueness and general ignorance of their stance is plain for all to see. 

The proposed California law is based in assumption and patently untrustworthy "research" that doesn't hold up under scrutiny. While it's still far too early to call this, you'll forgive me if I put my gloating shoes on ahead of time. 

+ Crytek UK: Haze wasn’t that bad, honest! By Admin 03 November 2010 at 11:20 am and have No Comments

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Remember Haze? That game with the dude who has a lightbulb head? Yeah, that one. It was critically panned when it released and didn't perform very well at all, but Crytek UK is hoping that history will be kind and not remember it as a failure. 

"We were surprised by how poorly it was received," says studio boss Karl Hilton. “We felt it had a lot of good elements in, which just didn’t seem to get picked up at all. “But it’s a fickle industry and things move quickly. If you get a few things wrong and people pick up on it… And Haze wasn’t a perfect product. Clearly it wasn’t. But it wasn’t as bad as some of the reviews and feedback made out.

"Second Sight was another game we did that got pretty average reviews, but these days seems to be remembered very fondly … I don’t think anyone will claim [Haze] was an unrecognised classic, but maybe they’ll treat it a little more gently than it got treated when it was released. That would be nice."

I only played a Demo of Haze and wasn't too impressed, which was a shame as I dug the aesthetic. Perhaps it's time to give the game a proper chance. Anybody in the Destructoid community who'd like the defend the game?

Crytek hopes Haze is remembered fondly [Eurogamer]