Reviews from

in the past


The Greek tragedy of this game is that, even in the European version with its coveted extra letter, at least one of the Wisps' colors isn't represented in the title, as a the only member of the Wisps Protection and Petting Group, this is unacceptable and the game immediately gets a 0/10 on that alone... but oh well, might as well talk about the game itself.

You might be wondering why I would play Colors as my next Sonic game after Adventure, why instead of jumping into Adventure 2 or at the very least Unleashed, the game that started the so-called the ‘’Boost’’ formula, I skipped over all of them and went directly into the funny alien game, and the reason is quite simple really; I’ve talked about my hedgehog related experiences every time I’ve reviewed one of the game in the series, but one fact I negated to mention is that Colors was the first game I ever touched that had the cocky bastard in it (aside of Smash Bros Brawl, that is).

This blue motherfucker really has some special charm, because it captivated my small dumb kid brain when I saw it for the first time in a Sonic X episode (the best first impression I could have gotten to be honest ), and after that, I knew that I NEEDED to play one of his games, and lo and behold, turs out there’s a brand-new shiny game coming out a month before Christmas! The time was right, the stars had aligned and I just had to reach for them; I asked for the game as a present for the holiday and on 25th morning it was there, I opened the box, put the disc in my Wii, watched that beautiful cinematic that sparked my imagination and to this day I feel nostalgic about, at last I started playing and…AND… I sucked ass.

So, yeah, remember back in my Sonic 2 review when I said that I sucked at Sonic games? Well, that fact became pretty much apparent to me the very first time I even touched Colors, and alas, I never got past Sweet Mountain. And so, finally returning after so many years to it and finishing feels… weird, not because I’ve gotten better or anything like that, I’m still terrible and got many Game Overs because of my own stupidity, but because coming back, even if it brought back the memories of pure excitement from all those years ago and I actually got to fully appreciate aspects of the game I couldn’t consider until now, made me realize how deeply flawed Colors is from the very get goes, and how it’s a work with both incredible ideas as well as misguided ones.

But I do want to start things positively because the high points of Colors are indeed VERY high. The title doesn’t lie, it really does have some pretty colors, and even if I admit that while I playing I had the small thought of wishing there was some kind of HD version to play, the game moves around the Wii’s limitations incredibly well while not sacrificing any aspect of the visual spectacle. Eggman’s interplanetary theme park is probably the most creative and out-there idea that the series had until that point and it goes nuts with it, it feels like these worlds were either handcrafted by the mad doctor himself or deeply twisted by him, and the result is some incredibly varied worlds that manage to convey that idea of artificiality while still looking really good. Plantet Wisp and Asteroid Coaster are two fantastic examples for different reasons, and even if I wish the artificiality aspect backed off a little in the level design itself (we’ll get to that) I can’t deny in any way that Colors has an amazing setting that it uses to its fulles potential. And also… look, I think the only universally agreed thing about the series is that the music is consistently amazing, and that’s for a reason, but the music in Colors is just on another freacking level. No matter the act, no matter the world, each and every single song in the OST is an absolute banger, be it the fantastic main theme that is Reach for the Stars, the pure magic of Planet Wisp: Act 1, or every single of the boss fight themes specially both of the final boss themes. It also worth mentioning that the sound mixing and design is spectacular, it gives to every action a ton of feedback and when the music changes because of the boost or the Wisps not only it doesn’t feel jarring at all, but it adds a whole other layer to the experience, and speaking of which…

To my knowledge, the Wisps are a point of contention while talking about this game, and a lot of people actually really dislike them, citing that not only they gatekeep abilities that Sonic once had without needing then, but they also break the pace of the levels making you constantly stop just to use them, and here’s the thing, I do agree with both of those notions to a certain extent… but I still actually really like them! Even ignoring their fantastic and lovable designs, I really like what they add from a power-up perspective, each Wisp has its own way to interact with the level, and having one or not and using it correctly may be difference that decides if you get to see certain secrets or even beat bosses faster. I love that the White Wisp serves as an in-game universe explanation of the Boost mechanic, I love how the Cian Wisp can be used as an interesting fast travel tool, I love the sheer power and speed that both Nega Wisp and Yellow Wisp give and that grant the ability to reach places otherwise inaccessible… Even the Pink and Green Wisp, both who had abilities once normal to Sonic’s move-set, like the spin dash or the light dash, are still really fun to use because they open paths that use the abilities to their fullest potential and they have unique abilities of their own, like the spikes and the hovering. To be completely honest, the other one I didn’t like was… and it pains me to say this… the c u b e. I mean, LOOK AT THEM, I LOVE THEM, WHY DOES THEIR POWER HAVE TO SUCK SO BAD. However, even if I really like the Wisp and I am willing to sacrifice momentum in the levels for the sake of them giving more variety, I’ll be the fist to admit that I do not fully understand why they had to be unlockable and making red rings (the collectables in this game) unobtainable until you get them. It’s really odd to block the possibility of 100% completion until the final levels of the game, and makes it so a lot of the Acts have to played at least twice to get everything (not that they are very long either way, but still). I honestly don’t know what would have been better, if levels should have been designed with a normal progression like any other normal platformer, or if Wisps should have been permanent upgrades that you can use and change rather than be stationary power ups, tho I guess that last one would have broken a ton of levels and would have proven to be very difficult to implement considering the Wii Mote’s restrictions. But to be completely sincere, I wish that was the only problem that Colors had related to its levels and structure, because then this song and dance wouldn’t need to be as negative as is about to get.


They really tried to reach for the stars, only to get lost floating in space; six full-blown words with 6 unique acts and a boss each (plus the final zone and boss and some extra modes and goodies) becomes a much less impressive prospect when not only so much level design is almost completely recycled from past acts and when the quality of the levels themselves is so over the place. I have to ask if the team maybe wanted to implement some kind of remix levels, backed off, and ended up using what they had as normal levels to give the base game more content, because as it stands I couldn’t scratch off the feeling of Déjà Vu when playing a lot of these levels, like I’m merely repeating actions I just did on a past Act beat by beat, and honestly I don’t know why I’m complaining because that it’s at least better than the FUCKING SPRING LEVELS GAAAAAAAAAAH- sorry, I just had a bit of PTSD there. Look, there are a ton of fantastic Acts here, the first one in every world tends to be fantastic and then there are always some others that rival it in quality on the same world, and the 3D sections are consistently tolerable, but… will you cut it out with the 2D sections man?! It’s become a meme at this point that Colors is a 2D game as much as it is a 3D one, and honestly, I personally wouldn’t have had any problem with it, but it is in those sections where the pacing truly halts to a crawl, where the game wants to turn into a slower more precise platformer when this Sonic isn’t just designed for that; jumps feels floaty and trying to control this fucking mammal while he is on the air has brought a lot of pain to my poor feeble mind, in fact is these sections that make the Blue Wisp my least favorite, the idea of the power-up is fine, it’s just that every time I use it I have to put up with controls that make me want to break my own spine. The key word, I think, is ‘’limitation’’, there are a ton of limits of what you can and can’t do, levels ask you to beat them in a particular way, and that’s a problem when that particular way is so slow, unfun and infuriating. Even when I take into account all of the deaths that happened because I suck so bad, I just can’t think of a ton of levels that feel particularly amazingly designed or are that fun, and most of them (once again, specially on the 2D sections) sharing what I can only describe like a ‘’level-editor feeling’’ doesn’t help matters either. Some sections feel solely as obstacle courses, and when those obstacle courses don’t have many different paths and clash so hard with the 3D more natural parts, it becomes so jarring and made already unfun parts even more repetitive and dreadful to go through.

It's like that, despite having really good ideas in both concept and execution, the team really didn’t care for certain sections of aspects, like they tried stuff out because they wanted to without really considering if it would be fun overall, like if some of the stuff was a joke… like the stORY WOOOOOOOOOOOOOOOOOOOOOOO-

Listen, listen, I adore of a more simplistic Sonic story with Saturday morning cartoon comedy and feeling, I really do, I think it can be a fantastic idea and can be a ton of fun… to bad here is goddam atrocious. I wanted to enjoy this story so hard, but when the cinematics are so weirdly paced and animated, when the dialogue makes me want to tape the characters mouths, when some of the jokes are so close at being funny but the timing just screws up everything, when others are just so painfully unfunny, and when everything is just filled with goofy a$$ sounds that undermined key story moments, I just have to ask… did they wanted me to care? Again, if they didn’t then fine, but there are actual stakes here, and the final boss and end are too grand for a story that just doesn’t deserve it, and unlike Toodee and Topdee where something similar happened, I can’t say that the poor story is a great parallel of the poor gameplay, because I really meant, Sonic Colors as flawed as it is, it’s far from terrible, hell it isn’t even bad, but it left me really, REALLY confused.

Here we have a game that tried to pull out all of the stops while seemingly being to coward to fully embrace itself, a game that feels grand but it has a ton of re-used material, a game that stives to experiment while leaving so much of its ideas not half baked, but just broken or without consideration if they would fit with the other pieces. Colors has fantastic moments and I had my fun with it, it stressed me to hell and back and I think the word part about it is that I simply can’t left it with a nice conclusion that ties it all up. Is not as much of a mess as other games, but it is a mess in its own special way, and while I perhaps dislike it more than others would and do, the positives do look so bright and feel so right…

Also, I’m accepting signs and newcomers for the Wisps Protection and Petting Group, you can send you applications to [REDACTED] and you’ll be in petting Wisp duty in no time!... except petting the blue one. I’m only allowed to pet those. No, I will not be accepting protests.

i need every character in this game to shut the fuck up

God never intended for there to be like 7 acts to a zone in a Sonic game.

replayed using the Sonic Colors DX and Better Colors Materials mods, aside from a few hiccups it was pretty damn smooth, gonna be the way I tackle this game from now on

Retrospection hasn't been too kind to Sonic Colors, especially with the botched released of the Ultimate 'remaster', which is a bit of a shame since I still find it to be a pretty fun experience all things considered.

Now, I definitely have my share of criticisms about the Happy Tree Friends' writing during this era of Sonic games, but I'll defend Colors a bit by saying the massive step back to a simplistic plot structure and setup was a necessary evil. Between Unleashed's Werehog and Gaia stuff, as well as the Storybook duology, I don't exactly blame the people at Sonic Team for taking all the complaints about how all over the place the blue blur was at the time, to try and focus on something more concise. Now granted, I do like Unleashed and especially Black Knight's writing and consider it far superior to this game (and well, any game AFTER those two's release), but we're talking about back then, not in the now where the opinions have shifted.

That said, writing is still pretty bleh. Admittedly Sonic and Tails don't act too out of character this time - though there's still some moments where my eyebrows raised up, such as Sonic just, being weirdly rude to the villains (like yes he has an attitude, but it's a more playful type, in this game he can come across as an asshole sometimes), as well as an obnoxious reuse of jokes and one-liners. I actually do enjoy Orbot and Cubot and thought they were a pretty good fit for the overall large roster, but their routine here made my eyes roll pretty hard a couple times. I get Sonic is, a franchise geared towards kids, and judging it as a 23-year-old is Looking Too Deep, but I dunno I can only see the very young ones getting anything out of the humor, it's rather C-Tier Saturday Morning stuff.

Eh still, this is a Generations case where I'm wiling to accept the mediocre writing cause the actual game part's fun, though not to the same intensity as given the score. Getting the elephant out of the room now, this has a skewered balance of 2D stages, to the point I'm even willing to say Forces had a better management of this as far as layout is concerned. Granted, I found a good chunk of them to be pretty fun, but there's a select few that're just awful pacebreakers. Starlight Carnival is particularly bad about this, only two whole stages actually plays with the idea of using the 3D element, the rest is just trite block-based platforming, or really dumb gimmicks like an autoscroller where you have to use a spring to get from one area to the next - this one you do multiple times across the different worlds, unfortunately. Half of Asteroid Coaster also suffers from this, hell one of the stages there is just a setpiece you did a couple times beforehand. And if it isn't platforming, there's sections where you just have to wait for things to unlock or have shifted around just to progress, which gets a fair bit annoying. Legit, and this is something I'm majorly disappointed the aforementioned remaster didn't try and do, some of these stages should've been after the world's boss fight, they'd fit more within the spectrum of special, optional mission stages, especially considering 6 Acts + Boss is uh, rather excessive despite the stages being so short.

On the note of bosses... jesus I forgot how much of a pushover these were. Like, we're talking "Egg Drillster" level of pushovers. Doesn't help they reuse the same design philosophy for each one twice and not be any harder than before. I don't even have much else to say with one exception I'll say near the end, as well as wondering why this era of Sonic containing such pitiful bosses.

I know that was a good amount of negatives to list off and probably makes it sound like I find this middling, or even just barely decent, and not at all a good game like my score indicates, but Sonic Colors is a game I genuinely enjoy playing despite the dumb shit it contains. There were numerous points my Sonic Game Itch of "I want to grind this particular level out to get a fantastic score out of it" was getting activated numerous times. Plus, even with this being more of a 2D game than a 3D one, Planet Wisp and Aquarium Park contained some of my favorite moments in a Sonic game period, and I get a good kick out of Tropical Resort, and Sweet Mountain. Not to mention, of the 3D Sonic games I've replayed so far, this has that "kinetic flow" I talked about in spades, Sonic - in both planes of dimensions - feels pretty damn good to control, making it easy to chain homing attacks, boost launches, rail grinds, and anything else to a T. I feel like how the wisps are unlocked definitely harm some of the experience for casual playthroughs, cause if you take the time to go back and use each new powerup available, the stages and overall flow of them becomes more open to varying degrees. Speaking of, I still really like how they're implemented here. A majority of them never break up the sense of progression and pathing, and instead give you a new tool to use to do some Sick Shit as much as possible, special mention going to Laser, Drill, and Spikes, as awkward as the latter is to handle. Even the ones that do tend to be slower by design, such as Hover and Cube, at least can be mitigated to keep the action going (Hover having what's essentially a Light Speed Dash from before, and Cube being able to activate quickly when on the ground).

Not to mention, to this day, it looks incredible. I know I listed a disclaimer saying I used an HD overhaul mod, but even then it's not hard to see how the team behind this poured out as much as they possibly could with the Wii's hardware specs. I already mentioned my grievances with Starlight Carnival, but the spectacles it contains are almost enough to make its dumb 2D sections worth it... almost. Asteroid Coaster does get salvaged by this though. Coupling this with one of the best scores in the franchise's history, and it's easy for me to get soaked in with all the ongoings and sheer scale this has to offer.

The biggest thing that really affirmed my liking of the game, was the final boss. I dunno if I'd call it a top 10 favorite in the franchise, but it's definitely up there. It's not hard, but the scale and presentation of it, the way the music kicks you into gear, Final Color Blaster - which the JP version promptly transforms into a Kamen Rider W reference - it's an easy way for me to get into Hype Mode all the same. I don't even have that much nostalgia for Sonic Colors, for those wondering. I mean, I did play and beat it before when it came out, but I traded it at some point in middle school with a classmate for a copy of Super Mario Galaxy since I lost my own, so the Wii Sonic game that I have the biggest case of rose-tint shades for is the aforementioned Black Knight. Despite replaying some stages two years ago, this is my first time in a long while I actually got to finish it in its entirely, and yea... after all these years, it's about as good as I can remember it being, despite the hiccups. Just wish the remaster was launched in a better condition.

"The colors feel so right
I've never felt like this
I'll keep on running

Sonic Colors has a uniquely fascinating place in the Sonic franchise. what was once praised as finally being a good Sonic game after a rocky decade is now lambasted as the point of no return for the "Meta era" (whatever that means). in this uniquely divisive franchise, Colors occupies an even more controversial place than other games. but what remains of Colors, over a decade later? well, I think it's pretty good!

the most jarring thing about Sonic Colors is its simplicity. if Mario attempted to be more grand when going to space, Sonic did the opposite, and honestly I think it was needed. only one playable characters, only one play style, just pure Sonic platforming. and it's done quite well imo. not every stage is an absolute banger, but the levels are fun enough without being too or too short. they're imo the perfect length for this game. and the level design in of itself is pretty good, nothing wild but very solid across the board. there aren't any bad levels I would say, and it's strange to say but with 6 acts per zone, they really get their mileage out of every idea without feeling like it's stretching or padding things out. the wisps are all pretty fun to use and they get used in creative and interesting ways. the game is pretty easy but I still felt somewhat challenged, especially when I tried to go for S ranks (which I got a whopping total of 5 across the entire game) or to get the red rings scattered all over the stages. I know not everyone is a fan of Colors' levels but I had a lot of fun with them.

the biggest thing this game gets flagged for, besides the level design is the story, and well... it's a Saturday morning cartoon. it's not great but it's inoffensive. there's nothing outwardly bad, it just feels very childish which I can understand why it'll turn off people, especially after Secret Rings, Unleashed and Black Knight which felt more mature in comparaison (well they're still Sonic games lol it's not like Taxi Driver or something). it's very low stakes and lighthearted, even at the climax, which while it doesn't really work for me, feels also like I'm not the target audience and it's instead going for small children, which I don't mind. you need something for everyone after all. the copyright law line is very out of pocket but I like it. I honestly don't get why everyone is so heated about the story, acting like it ruined Sonic when it's just going for something different. I like the focus on just Sonic and Tails, it's something we haven't had for a long time at that point.

the best thing about the game without a doubt is the presentation. obviously, the music is incredible, which like duh it's Sonic, but it's especially fantastic here. top 5 OSTs in the series without a doubt. but I want to bring particular attention to the graphics and art direction, which is absolutely wonderful. it looks amazing to this day, and it's wild they were able to make this on the Wii while running great, only dipping at certain intensive momentf like when using Frenzy. all of the planets are beautiful, colorful and full of life. honestly one of the best looking Sonic games right after Unleashed for me. it's all absolutely magical and gorgeous, even with the blurry Wii resolution and the fact it's running on basically slightly modified GameCube hardware.

overall, I'd say Sonic Colors is a pretty good game. not much more than that. it came at the perfect time when Sonic needed something more simple and down to Earth (get it? cause they're in space), and while I understand how it's not for everyone, I think people are still unfairly harsh to it. calling Sonic Colors "not ambitious" is both reductive and just not true, because it's obviously trying something new for the series. just because you don't like it doesn't mean it's unambitious. Sonic Colors is good, and I like it.

"I'm gonna reach for the stars
Although they look pretty far
I'm gonna find my own way
And take a chance on today"


Fun game from what I remember, but one time I tried to do a “challenge mode” run of the game (one where you play the entire game in one sitting and it acts sorta like a speedrun) and the game crashed at the final stage. Terminal Velocity is a banger track but now I get PTSD from it. It's been 4 years and I still get PTSD.

I still really enjoy this game despite its reputation these days and its later impact on the series. After several previous gimmicky attempts SEGA finally brought a real 3D Sonic to the Wii that was as close to PS3/360 counterparts as it could go and that was amazing for me in 2011, I played the hell out of it as a child. It's probably the best looking game on the console, I love the space theme park setting so much. It's really depressing to think this is still the most recent Sonic with entirely original zones and concepts. If the main levels hadn't been cut into sections in development to pad the length, I think it would be more highly regarded today

This game's humor is most certainly something I thought was funny in 2010. So I guess calling it unfunny would be a ringing indictment on my taste from over a decade ago. I'll give past me as well as Sonic the benefit of the doubt.

Y’know what? Fuck it. 4.5 stars. Sonic Colors may not be perfect, but it’s just too damn fun for me to not give it this score. I always feel good after I play this game. It’s just got this cheesy, fun vibe to it that I can’t get enough of, and it’s easily one of the most replayable games in the series.

+one of the tighter sets of 3D sonic controls, especially with a much-needed double jump. other details like jumping between rails or quick-stepping felt much more serviceable than other sonic games I've tried. the homing attack as well is accurate and responsive, which is never a given
+this is absolutely the best format for a 3D sonic bar none. each world begins with a lengthier stage much like a normal 3D sonic level, generally with a variety of setpieces and a new wisp mechanic introduced. afterwards there are generally a couple levels that expand on a setpiece from the prior level or fiddle around with something else ie rotating platforms or the spring balloon autoscrollers, which are sometimes completable in under a in minute. this pacing kept me from getting fatigued, as it's nice to have those short levels to blow through in between the heftier fare. best of all, no stage in the game took me more than around 5 or 6 minutes, and those were only the result of multiple deaths. no sonic game should have ever had stages longer than that, period
+an absolutely gorgeous wii game, obviously reflecting sega's maturity on the specs of sixth-gen hardware. the environments are each unique and attractive thanks to the constant amusement park ideas strewn throughout, giving each world a distinct look and feel without delving into sonic tropes like "casino area" etc.
+bottomless pits are not as much of an issue here, for one because the game puts up a caution sign whenever you are running towards one, but also because most levels feature alternate routes that you will fall to upon missing a platform or some other failure, much like the genesis sonic games
+I only got one S rank the entire game as far as I am aware, but they definitely don't seem unachievable. likewise with the red rings, I collected quite a few but still have many untouched. even though the game is short, these give much-needed longevity to players seeking full completion (I will probably wait to do this until I can get sonic colors ultimate on sale and work through everything for trophies). it helps that wisps unlocked later in the game populate early stages, so that new areas can be explored upon a revisit
+story is extremely light thank god. the pontac/griff stuff gets hate because it's pretty poor western cartoon-style writing, but at least I don't have to strain myself trying to understand what's going on
+solid boss encounters, even though each one is repeated (with mechanics that change mind you). they never take too long and each incorporate a core gameplay element from the main levels (ie the free-running quickstep segments, or side-scrolling platforming between obstacles) without feeling weird
+the wisp powerups are each such solid gimmicks and can often be quickly deployed in a level without disrupting the pacing. they are also specifically designed to "sequence break" in many cases, which always feels badass
+the music... duh

-some of the aforementioned smaller levels feel brief to the point of being underdesigned. in many cases, I think this is really because the level is mainly meant for red coin collection with a simple race-to-the-finish purposefully being extremely short. in levels with repeated gimmicks though, it feels pointless to go through them... perhaps some of these should be optional stages
-this is by far the least jank in a 3d sonic game but there is still a little bit... some wisp powerups control stiffly or uncomfortably for one. I hate to mention the usual sonic "I was supposed to do a scripted big jump but instead I hit something wrong so I'm flying to my death" issues because I only had a couple deaths to those but they are present as well

after playing generations earlier this year I thought that all 3D sonic was terrible, even the ones generally hailed as better entries. this one really impressed me though... this is finally the sonic game that made me say "this is fucking nice" while I was playing it. so many times in sonic games I have briefly had moments where I thought it only to be disrupted by jank or poor design... in this game you can sit and appreciate how cool the game is without flying into a pit or having to go through a terrible gameplay sequence. 3D sonic at his best no question

I went in expecting fast hedgehog with wacky alien powers and got fast hedgehog with wacky alien powers. Very fun if also very short Sonic game

I remember playing through this game in like 4-5 hours in a boring waiting room across 2 days. I remember nothing about the game except for the fact that it was the first time I saw the word cyan, there were a bunch of stupid colourful sperm creatures, and I was waiting until I could leave a waiting room. This is the Asphodel of Sonic games.

mesmo sendo provavelmente o pior jogo da era boost, é um jogo mt simples e gostoso de jogar, a soundtrack é fantástica, o level design é meh, as novas mecânicas introduzidas são daoras (wisps) e os bosses são incrivelmente fáceis nmrl
os maiores problemas do jogo são as fases em 2d, que por algum motivo tem várias, 7 acts em cada mundo (mesmo que 5 dessas fases sejam curtas) e a falta de variedade nos bosses.

speak with your heart 🤝 reach for the stars


Really uninteresting, plays like a nerfed version of the day stages on unleashed (though the camera angles are more forgiving here) alternating with a mediocre 2d platformer

When discussions surrounding this come up, it's usually about one of two games: Sonic Colors, the game that pleased fans old and new alike and, after constant mixed to negative reception for years, truly saved the series, and Sonic Colors, the game that ushered in a lot of the series' worst traits of the modern era and supposedly doomed the series. If you couldn't already tell, Colors is a pretty controversial entry, and to some degree I can understand why. Despite how close it appears to Unleashed, it's wildly different to it, or really any other Sonic game, in terms of design. But I want to put that on the backburner at the moment, for now I want to talk about everyone's favorite aspect of this game: the story.

This might be a bit of a hot take, but I don't actually mind the downsized scale of Colors' story. I think that lower-scale more Saturday Morning Cartoon-y Sonic plots have their place in the series, and I find the more comedic take of this plot fairly charming. ...most of the time, sometimes the writers clearly think some jokes are much funnier than they are, most notably the Wisp translator gags. I only think Pontac and Graff's writing style only really became a problem with Lost World, where it tried to merge Colors' writing style with a semi-serious storyline. All that being said, I'd much rather that Sonic stories fall more in line with the Shonen-like plots that the 2000s games had than this, it's not my preferred writing style for Sonic in the slightest. Even so, I do think it gets more of a bad rap in this regard than it deserves as a one-off adventure.

Like I said earlier, Sonic Colors' design is very different from any other entry in the series, in some ways for the worse. However, I think that the way people judge it is purely on a first-playthrough basis. It likely won't really stand out all that much when you go through it for the first time. However, once you try mastering its levels on replays, arguably the most important part of the Sonic experience, that's where it really starts to shine.

A while back, I did a run of Colors where I attempted to S rank every stage, and that's where it really clicked for me. Colors puts a much stronger emphasis on smart usage of the Wisps in this context. You can't just blitz through a stage and get an S rank that easily. I had to strategize the way I used Wisps a lot of the time in my attempts at these runs and know when to hold onto them. The most notable example was the infamous Sweet Mountain act where you slowly rise up on a platform with red laser beams, but holding onto a tricky to obtain laser wisp from earlier let me just go right past that. Having all of the wisps accessible in every world is the most important part, like with how new routes open up in the later acts of Tropical Resort with the Spike Wisps. This is the hardest that replays have been encouraged in the series, and I'm all for it.

However, I'm not going to argue that the first playthrough shouldn't matter, cause it absolutely does leave the strongest impression. And despite how creative it can be with its design, I don't think the game presents it all too well with its 6 act structure. Presenting its challenges like this makes a good chunk of the acts feel like ways to bloat out the game, which is ironic since it's an incredibly short title even with them included. I think the approach they should've taken was having three main acts, whichever ones they are can vary depending on each world, and having the remaining three be bonus levels that aren't required to fight the boss. Kirby's Epic Yarn dealt out levels in a similar way, and that really worked in its favor really well. I think if Colors took a different approach with handling giving out content, then it wouldn't look like it needs the massive overhaul people claim it does.

On the topic of presentation, can I just say that it has one of my favorites of any Sonic Game? It's one of the best looking 3rd party games on the Wii, hell one of the best looking on the Wii period. It's matched really well with some of the most gorgeous locations that Sonic's ever been to. They perfectly fit with that "intergalactic theme park" motif while still all being very distinct from one another. Planet Wisp seems to be the crowd favorite, given its appearance in Generations, but I think Asteroid Coaster might be my favorite. It's the most "alien planet" feeling one of the whole lineup, I love it. The music is also phenomenal, probably in my top 3 Sonic OSTs of all time.

I previously had a brief review claiming that this was Sonic Team's Bayonetta. What I meant was that it has a lot of choices in design and writing that work well on their own, but the team ended up taking the wrong lessons from the success it had in later entires. I wish that this game wasn't constantly under fire from the fandom for what came after it, cause once it's looked at in isolation, the Colors feel so right.

I BUILD A SPACE THEME PARK ??!! (NOT CLICKBAIT(NOT TRAP FOR SONIC(NOT SLAVERY))) +18.

I'll always have a soft spot for Sonic Colors to be honest. I still think the movement and controls are phenomenal and the overall handling is rock solid whether in 2D or 3D, the moveset Sonic has is fun to use (the stomp and airdash in particular being god tier and are an absolute blast), the wisps offer good variety in power ups with only a few being lame or bad to control, and to say nothing of the gorgeous visuals, creative stage themes, and fantastic soundtrack. Some levels can end rather abruptly and the game likes to recycle boss fights which is a shame but I always have a good time when coming back to this game

Provavelmente por se passar entre jogos 3d horríveis/meh, sonic colors no meio deles se destaca muito por ser aceitavelmente bom e não fugir da fórmula padrão de sonic, o level design é bom, a mecânica dos wisps adiciona variedade na gameplay e as músicas são ótimas, não tenho muito mais positivo que dizer, ele é um jogo gostoso de se jogar, assim como adventure 1 e 2 e também por não ser tão bugado.

Os únicos problemas mínimos que esse jogo tem pra mim é funcionar da forma: "fases curtas, muitas fases por mundo", que eu realmente não gosto, você vai ver por muito tempo o mesma tema, plataformas e backgrounds e não só isso cada mundo tem um tema e esse tema é remixado mais 2 vezes pras próximas 2 fases e o loop se repete a partir da quarta fase, (de novo as músicas são ótimas, mas 6 vezes é foda) e a "história" é meia boca e super simples, é bom que eles não tentaram fazer nada mirabolante quanto os outros jogos 3d, mas aqui é só muito foda-se mesmo, sonic e tails chegam em um lugar, sonic faz uma piada merda, os robôs fazem piada slapstick idiota e fds, é uma bosta, mas sinceramente prefiro isso do que as drogas fumadas dos outros jogos.

This unfortunately has the same exact problem as Sonic Unleashed, with every great thing there's mid to bad thing to follow but not as severe due to lack of werehog. Before I begin, however, I have a lot of history with this game back in 2011-2012 I had Sonic Generations and always wanted to play Colours as I knew a lot of people in my school back then played it and loved it, I unfortunately never played till around 2017-2018 after a few tests where I was allowed one game at my local CEX, and I chose Sonic Colours and I loved it when I first played it and now a bit older and “more” mature, it’s certainly a sonic game that exists.

The story while simplistic and has a clear direction doesn't have many good or memorable jokes which is what it wants to do above all else being a pure comedy, instead it feels like they pull from lowest common denominator for the jokes and drag them on for way too long and then has the audacity to make us care for the characters at the end even though they were made for punching bags throughout the entire story. I don't think it’s suck but it should have been a lot better.

Gameplay-wise, Colours is serviceable enough, it doesn't get terrible but nothing amazing either. Act 1s are Unleashed tier but the other acts get little worse to point of where they’re boring, at worst they are a little frustrating but worst of all they make me feel nothing, I can barely remember any of them that’s not the Act 1’s or some the other stages like Planet Wisp Act 3. They are either the blandest and safe level layouts or taken from other better levels. This also applies to the gimmicks, physics and Bosses, some good and some boring or bland.

One thing I can confidently say that Colours does outstandingly is it’s presentation, I love the graphics and level aesthetics, they show innovation and feel like they tried their hardest to make it look like Unleashed and it works. The music is probably one of the best in the series and you can overall you can tell there was a lot passion in this department and actually properly expanded on Unleashed.

Overall Sonic Colours is fine and only fine, I'm fine with it not being a masterpiece or a disaster it’s a fine game that is a perfect yet flawed entry point for fans.

Provavelmente aquela piada de "pra jogar sonic, é só apertar um botão" surgiu aqui.

Muitas vezes, esse jogo é dito como o melhor da franquia sonic, mas provavelmente essa opinião foi enviesada pela nostalgia, porque esse jogo é mais automático do que divertido de se jogar.

Vejamos bem, existem 6 mundos e dentro deles possui 6 fases, logo terei 6 fases divertidas para desfrutar? Não, pois por algum motivo, há uma fase grande e o resto são fases idiotas de um minuto pra baixo. O jogo tenta focar mais no 2d, deixando as 3d de lado muitas vezes, e as sessões 2d aqui são fracas demais para um jogo DO SONIC, com partes de empurrar caixa, apertar botãozinho pra girar obstáculos ou subir um elevador monótono pra caramba, ficar usando o wisp de cubo várias vezes pra abrir o caminho, ficar pulando em um trapolin que se move, e plataformas inferiores ao sonic 1, dando nenhum senso de velocidade, se baseando em plataformas verticais.

Enquanto ao 3d... fuderam completamente. muitas partes você só precisa se mover com sonic pra passar boa parte da fase, aqui há muitas linhas retas sem graças, ou partes em que você espama homing attack. Há raras partes em que você deve fazer coisas fora disso, mas graças às 5 fases picotadas, essa questão vai pro ralo. E o boost fuderam completamente aqui, porque agora você consegue ele pelos wisps em cápsulas, o que deixou a mecânica muito mal utilizada, apenas essas cápsulas de wisps aumentam a barra de boost, a não ser alguns inimigos específicos em trechos específicos, então se você usar muito o boost, tu vai ficar andando igual a um idiota em partes que claramente era pra usar boost. O drift também não se salva muito, porque ele fica no mesmo botão onde dá boost, então pra pegar velocidade nessas partes, você tem que obrigatoriamente virar, perdendo mais a graça de dar boost (sem contar que só dá pra fazer em momentos específicos).

O que mais odeio nas fases, são as partes em que o sonic se move automaticamente, caramba cara, é sério? Acho que pelas fases serem lindas, acabou hipnotizando a rapaziada à não perceber esse defeito. A starlight carnival você nem precisa tocar no controle, porque o sonic corre sozinho, e nem vem me dizer que "ah, é pra você apreciar o lindo cenário" isso ocorre várias vezes nesse mundo e só fizeram isso porque se sonic fosse controlável nessas partes, muitas pessoas cairiam e falaram que essa fase é frustrante, então uma ideia boa, mas uma má execução. Eu quero jogar, não assistir.

Enquanto aos wisps, eles possuem poderes bem divertidos, são bons pra passar a fase o mais rápido possível, o real problema é a utilização deles, pois alguns wisps não são utilizados em suas devidas fases, ou acabam sendo esquecidos depois de progredir no jogo. Sinto que eles poderiam ter sido muito mais bem aproveitados no level design, com partes em que você precisa unicamente deles, mas nah, crianças são burras demais pra pensar.

Boss fight nesse jogo? Pff, que se foda. Os cara repete os mesmos 3 chefes que mesmo na segunda aparição, ainda continuam fracos. O primeiro chefe é a coisa mais idiota do mundo, ele é ausente de dificuldade. O segundo, tanto faz. O terceiro, faço de olhos fechados. E enquanto a suas segundas lutas, foram uma falha tentativa de deixar eles mais difícil. Peak mesmo é o final boss, que é nível sonic superstars (fica muito tempo mandando ataque e a luta demora muito... chaaatoooo).

Não é só os chefes que sofrem com dificuldade, é o jogo inteiro! Parece que eles realmente queriam agradar crianças, porque nenhuma fase tem um real desafio para se preocupar, ou que demandam uma habilidade. Nem os "sub chefes" ajudam, aqueles robô de laser, quem sofre com aquilo? O robô gigante que te persegue, na última fase é só ficar pulando dos ataques dele totalmente previsíveis.

No fundo da minha alma, eu acho esse jogo inferior ao sonic unleashed de ps2/wii, lá há muita mais liberdade nas fases de dia, os níveis capados são desafios que te faz se esforçar. O jogo se baseia em terminar a fase o mais rápido possível, os níveis vão aumentando de dificuldade gradualmente e o jogo dá muita mais liberdade para se movimentar. Aqui o único motivo pra rejogar as fases são para pegar os anéis vermelhos, mas de resto, sinto que o design não é bom o suficente pra me fazer rejogar a fase pra pegar um rank mais alto. E o Super sonic? Não me importo. Nos antigos sonic eles sempre te estimulavam para você pegar todas as esmeraldas, des de ter um final bom, ou uma luta extra épica, os anéis vermelhos aqui são só um meio de passar o tempo com o jogo.

Eu não acho esse jogo ruim, ele não tem nenhuma parte mal feita, ele só é muito fraco, sabe? Sonic colors é muito inferior aos jogos boost, e me impressiona as pessoas botarem ele em um patamar tão grande. O jogo é realmente bonito e possui músicas muito boas, mas jogos são feitos para jogar, e se um jogo não me cativa, por que eu deveria me importar com ele? A história nem preciso dizer aqui, todo mundo já sabe.

Why are people all the sudden hating on this game and saying 06 was "actually good" Sonic fans make no sense, next they'll say Sonic Chronicles had a banger soundtrack

Based on the story, I can now conclude that Sonic the Hedgehog is schizophrenic.

não tenho muito oque comentar
colors tem conceitos legais porem são muito mal utilizados
historia é bem simples até e a trilha sonora é bem poggers
tem fases que são uma merda e tem outras que são muito boas, mas ter que escutar a mesma musica da fase com umas 2 variações é bem chatinho e repetitivo principalmente por serem fases curtas.
final boss é uma merda

I remember when I was younger when this came out that everyone was praising this game up and down like crazy so I was kinda surprised when people started looking back on Colors in a more negative light in the last few years, but then I remember what came before and a turkey sandwich with no toppings is gonna look really good if you’ve been eating trash and sludge for a while.

This is Sonic’s turkey sandwich.

Inoffensive, nothing too crazy, nothing too remarkable either. The lows aren’t insanely low to stuff like in Sonic '06 and Secret Rings, but the highs never get that high either to something like Unleashed’s daytime levels (especially when most of the Act 1’s feels like a watered down version of them). The only really jarring thing about it is the Act structure where it feels like zones were splice up and ends up taking less than a minute to finish a lot of them. It’s just a decent, Saturday morning cartoon in space adventure with mostly good 3D levels and decent to very mediocre 2D, and at this point, it’s probably what Sonic Team and the franchise needed.

Back in early 2017, I was at a bit of a low point in my personal life, and a few games in combination with my discovery of YouTube helped get me out of it. This, Kirby's Return to Dreamland, and Battle for Bikini Bottom were the main games in question, so it'll always hold a special place in my heart for that alone.

But even then, this is a really good Sonic game. It takes the boost gameplay and manages to switch it up without feeling gimmicky thanks to the introduction of the wisps. Not to mention, it looks and sounds amazing to this day. Sure, some levels aren't the greatest, the bosses are lame and the writing sucks, but in spite of all that it manages to be good, great, awesome, outstanding, amazing even.


7.5 | Sonic Colors é na minha opinião o melhor jogo do Sonic, é um game com gráficos lindos e uma direção de arte impecável, com uma trilha sonora marcante, além de uma ótima gameplay, que lembra muito a do Sonic Unleashed, e momentos de plataformas que dão um charme e uma variação na jogabilidade boost.
Por mais divertido que esse jogo possa ser, ainda tem alguns problemas bobos, mas que incomodam:
-O Jogo é MUITO curto, facilmente terminável em uma tarde, o que é uma pena, já que ele te diverte do começo ao fim.
-A história é muito boba, e mesmo que eu não ache que história determine a qualidade de um game, o foco na comédia e infantilidade me desagradou muito, e não conseguiu passar batido.
-Os bosses são repetitivos e nada marcantes, além de muito fáceis, e por mais divertido que a gameplay seja, tanto nas lutas, quanto nas fases de correr, pode ser um pouco automática demais, geralmente usando um ou dois botões para serem concluídas.
-O poder dos wisps são legais nas primeiras vezes que utilizados, depois eles só se tornam indiferentes e destoados das fases.
Mas mesmo com alguns defeitos, esse jogo é muito bom no que se propõem, e eu recomendo a qualquer um, seja fã ou não da série

In an incredible, revolutionary bit of game design genius, the fine folks at Sonic Team decided you should be able to see where you're going, and thus created the best Sonic platformer to date. Look at how zoomed out the camera is! Beautiful!

There are also little fairy powers or whatever and that's fine I guess.

Sonic at one point calls a boss battle the BBBE ”Best Boss Beating Ever”. It’s nice that the game thinks they’re more fun than what I do. If only they could be as good as the levels.

It really needed more 3d levels. Not to say the 2d were bad. Infact some were great but they can come across as padding almost. Some feel so short and insignificant while others are genuinely well done. Game is probably the most polished sonic game I've played and seen tbh. Maybe generations too but damn. Good music good visual design this is probably one of the best 3d sonic games just lacks in some content. Wished they traded some 2d levels for one more 3d