On the harsh Internets, there is something called the Sonic Cycle. I alluded to it before when Sonic 4: Episode 1was announced, but it bears a breakdown:
1.) A new Sonic game gets announced. Fans get excited and nervous.
2.) Screenshots and footage comes out. Fans rejoice; possible “return to glory.”
3.) Game comes out, gets terrible reviews. Fans revolt; SEGA “doesn’t get it.” 4.) Repeat.
This has been going on for a while now with nary an end in sight. Sonic 4 started the cycle anew, and we thought that was all we had to deal with. Then SEGA announced Sonic Colors, turning the cycle into a cyclone. Two new Sonic games?! How much disappointment can SEGA heap on its angry, frothing fanbase? And then at E3, Sonic Free Riders for XBox 360′s Kinect. Cue head explosion.
So imagine my surprise when I got to try Sonic Colors for myself and found it to be … well, better than expected, to be frank. It’s the daytime parts of Sonic Unleashed (aka: the decent parts) with a decent amount of throwbacks to Sonic’s past games thrown in. In my time with the game Sonic popped ballons with his spin-jump and hopped around in the End of Act screen to gain extra lives and points, just like in Sonic 3. It felt nice and familiar, the kind of stuff us cranky fans whine for.
The newest installment of the “mainstream 3D Sonic games” (producer Takashi Iizuka’s translated words), Colors throws colored aliens called Wisps into the mix which are basically color-coded power-ups that can bestow Sonic — who is the only playable character in he game (!!!!!) — with a blue laser and a yellow drill, for example. Colors have more than one power to use (the laser can blast through enemies and zap you to new areas in levels using crystals scattered about) and the game encourages you to go back to previous levels to use the power-ups to explore new routes. I imagine this will be imperative to find the Chaos Emeralds, which Iizuka-san confirmed are in the game. When asked if the logical conclusion to their appearance in the game, Super Sonic, would appear he gave a revealing “no comment.”
During the demonstration the SEGA presents emphasized the story would be one kids and adults could enjoy as it was written by MadWorld writers, Kim Pontac and Warren Graff. Quite a creative tone shift and I chomped at the bit to see/hear an example to no avail. A Sonic game with great, snappy writing and sense of humor — and promising gameplay — could send me over the edge. And with Sonic 4 on the way?
Sega, could you… could finally be learning?!
But as I thought that I felt a little like a jerk in front of the producer. It must be stifling for a creator to bow to fan pressure. Iizuka-san reassuredly explained they’re trying to get the best of both worlds with this game, to make it possible for fan feedback to meet the creators’ wishes halfway — “the best of both worlds” as he put it.



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