Sonic Colors: Ultimate

Sonic Colors: Ultimate

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Why the fanbase got a weird stance towards this game as time goes on?
In the early 2010's people were like "the comeback of the franchise finally!" then they were like "this game is not good" and started to defend games like Sonic 2006 or Unleashed (despite the flawed night sections of the game) even more.

This does not make sense.
Editat ultima dată de Ikagura; 6 febr. 2023 la 13:50
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Se afișează 16-30 din 245 comentarii
NBOX21 7 febr. 2023 la 20:37 
Postat inițial de Cheese:
Postat inițial de Elvick:
where, other than that locked thread most people love Colors. The problem is Ultimate, not Colors.
The problem is both opinions on Colors shifting over time, and the remaster being garbage.
Much more so the remaster, but it's still both.

If anything, I feel like how terrible Ultimate is as a remaster has sort of protected Colors from being reevaluated by players, since someone might have less fun replaying the game through Ultimate than they remember having 12 years ago with the original, and attribute that to the miserable remaster, even in cases where the original game being thoroughly mediocre is actually to blame.
So like, instead of "huh, this isn't as good as I remember. ...maybe Sonic Colors isn't actually that good" the reaction is "huh, this isn't as good as I remember. must be the remaster."
I can somewhat attest to that.

After seeing how awful the remaster turned out, I decided to go back and play the original game again and found my overall thoughts to be much stronger on the game itself than a few years ago. While I still don't think it's anything special and that there are far better games in the franchise you could be playing instead, I feel like the only reason I have a somewhat more positive opinion on Colours now than I did years ago was not because the game itself was better than I remember it, but because of the state the remaster released in and how it gave me more of an appreciation for the Wii original.

At least the original game came out in a finished state, didn't have any of these graphical bugs nor did it have awful sound mixing. The graphics somehow look better on the Wii than in the remaster, and I have access to multiple save files which I have no idea why they got rid of that (especially when Frontiers brought that back). One of the things I've always hated about modern gaming is how often game companies release products in an unfinished state with the excuse of "patch it later" when they almost never do, when up until the Wii, they had to get it right the moment it came out.

At the end of the day, however, my thoughts on Colours is still that it's not as good as Unleashed with none of the brilliant level design nor the immersive story that made going through that game feel exciting. Even for a Wii platformer, the Mario Galaxy games had far better platforming, the Klonoa remake had a far better story and even the Wii version of Unleashed had a lot of the qualities that made the HD versions good.
Sonic colors is stinky !
Postat inițial de Duckilous:
No one is ever saying that 2D Sonic is inherently bad... I mean that's what the beloved first Sonic games originally were. The issue is more so that Sonic Team wouldn't make a 100% 3D game anymore (probably another overcorrection because of Sonic 06...) or how 2D gameplay is often forced in a supposedly 3D game which fans have gotten tired over the years.
I never understood this. 3D sonic is fun, but there's a reason we've never had a fully boost game (except Colors, and look how the common opinion of that turned out). Boost itself cannot remain interesting enough to carry a game by itself. You can only do "hold boost to run from giant X" or "Boost while running fast and quickstepping between 3 lanes of falling projectiles" setpieces so many times before it loses all spectacle and interest. This would be even more obvious if the game was 100% 3D boost.

I think how modern boost stages are handled are actually a good example of how 3D and 2D SHOULD exist alongside each other. 3D provides a quick breather from the action, since those segments are more about spectacle and glorified QTEs, while 2D segments are a lot more precision and timing based with its platforming/shortcuts.

Point is, a pure 100% 3D boost game would get very tiring, very fast and 2D segments/levels are necessary to keep the player's interest outside of spectacle. Sonic needs 2D. It's his bread and butter, it's the only time he really excels as a platformer. Without 2D, you may as well just be playing a long quicktime event with 3D boost.

There's also the problem that so many Sonic games have to have springs and boost pads everywhere in 3D to compensate for the fact that Sonic controls like sh*t in 3d. A speedy character like this is a lot harder to work with in a 3d space as opposed to a 2d one.

Sure, SA1/SA2/Heroes/06 were all fully 3D (and sonic did control well there for the most part) but since it's obvious ST has no desire to return to that formula, we're going to be stuck with boost for the foreseeable future. Yes I know of the recent posts about a return to adventure formula, but no I do not believe them. Sonic Team is a studio which requires you to take their words with a grain of salt until they put their money where their mouth is and actually do it.
Editat ultima dată de GlaceonChireiden; 7 febr. 2023 la 22:24
Cheese 8 febr. 2023 la 0:34 
Postat inițial de JustSomeLego:
Sure, SA1/SA2/Heroes/06 were all fully 3D (and sonic did control well there for the most part) but since it's obvious ST has no desire to return to that formula, we're going to be stuck with boost for the foreseeable future.
You left out Lost World which doesn't have boost, in Forces two of the three characters don't have boost, and... I'm not sure about Frontiers. You have a go fast button, but it's much slower than usual (maximum amount of rings aside), on a cool down, doesn't plow through enemies, and most of your time will be spent navigating open areas rather than glorified runner game hallways... I don't think it qualifies as boost gameplay myself, despite superficial similarities and the cyberspace levels suffering from most of the shallow spectacle issues you describe regardless. Frontiers is also mostly 3D, so clearly they didn't require the 2D crutch there.
There's also Sonic Boom: Rise of Lyric, I guess. But, I mean. You know.


Anyway, if your overall point is that we're merely talking about the side effect of a greater issue in complaining about Sonic Team's reliance on 2D and refusal to make a fully 3D game, then sure, I might agree with that, but that doesn't make the reliance on 2D any less tiresome or any less worthy of discussion.
Maybe the root issue is that they won't make 3D Sonic gameplay good enough to stand on its own, but I'm still going to complain about the mediocre 2D sections I'm forced to experience in every "3D" game for the past 15-ish years.


Also doesn't feel like this really advances the discussion so much as kicks the can down the road, or some other similar metaphor, or something?

"Why are we stuck with so much 2D in these games?"
"It's because 2D is necessary to keep the boost gameplay more varied so it isn't as obviously shallow."
"Why are we stuck with boost gameplay, then?"
"Oh, we're just stuck with it. Just trust me. This isn't going to change."


We could save time with:
"Why are we stuck with so much 2D in these games?"
"We're just stuck with 2D. Sonic Team refuses to do anything else. It can't change."

which is just as valid, really.

I dunno, it's weird.
Postat inițial de Cheese:
Postat inițial de JustSomeLego:
Sure, SA1/SA2/Heroes/06 were all fully 3D (and sonic did control well there for the most part) but since it's obvious ST has no desire to return to that formula, we're going to be stuck with boost for the foreseeable future.
You left out Lost World which doesn't have boost, in Forces two of the three characters don't have boost, and... I'm not sure about Frontiers. You have a go fast button, but it's much slower than usual (maximum amount of rings aside), on a cool down, doesn't plow through enemies, and most of your time will be spent navigating open areas rather than glorified runner game hallways... I don't think it qualifies as boost gameplay myself, despite superficial similarities and the cyberspace levels suffering from most of the shallow spectacle issues you describe regardless. Frontiers is also mostly 3D, so clearly they didn't require the 2D crutch there.
There's also Sonic Boom: Rise of Lyric, I guess. But, I mean. You know.


Anyway, if your overall point is that we're merely talking about the side effect of a greater issue in complaining about Sonic Team's reliance on 2D and refusal to make a fully 3D game, then sure, I might agree with that, but that doesn't make the reliance on 2D any less tiresome or any less worthy of discussion.
Maybe the root issue is that they won't make 3D Sonic gameplay good enough to stand on its own, but I'm still going to complain about the mediocre 2D sections I'm forced to experience in every "3D" game for the past 15-ish years.


Also doesn't feel like this really advances the discussion so much as kicks the can down the road, or some other similar metaphor, or something?

"Why are we stuck with so much 2D in these games?"
"It's because 2D is necessary to keep the boost gameplay more varied so it isn't as obviously shallow."
"Why are we stuck with boost gameplay, then?"
"Oh, we're just stuck with it. Just trust me. This isn't going to change."


We could save time with:
"Why are we stuck with so much 2D in these games?"
"We're just stuck with 2D. Sonic Team refuses to do anything else. It can't change."

which is just as valid, really.

I dunno, it's weird.
I'm bad at getting points across, so there probably is a much better way for me to have worded it. I just tend to over-explain things, sorry.

My main idea was talking about people disliking 2D in "3D" games without taking into consideration just how important 2D is for Sonic. Even with 2D being a bit overused, that much I agree with, it's there for a reason and has an important role in the flow of a level.
NBOX21 8 febr. 2023 la 1:38 
Postat inițial de JustSomeLego:
My main idea was talking about people disliking 2D in "3D" games without taking into consideration just how important 2D is for Sonic. Even with 2D being a bit overused, that much I agree with, it's there for a reason and has an important role in the flow of a level.
Obviously, 2D is important for Sonic as that's how this very franchise started, but that's still not a good reason to justify 2D sections in a 3D game especially when the 2D games didn't try to implement 3D in any way outside maybe the special stages, and there was a DS version of this game that's fully 2D which makes me question even more why we didn't get a mostly or fully 3D version on the Wii.

2D sections aren't even necessary to carry a boost level either - the perspective can stay 3D with the focus still being on challenging platforming that requires you to take your time for a few moments because the thing is; I don't play a 3D platformer for 2D gameplay. If that's what I wanted, I would've picked up the DS game instead which fully embraced being a 2D game. Same with Forces - there's Mania if 2D was what I wanted.
3D sonic is fun, but there's a reason we've never had a fully boost game (except Colors, and look how the common opinion of that turned out). Boost itself cannot remain interesting enough to carry a game by itself. You can only do "hold boost to run from giant X" or "Boost while running fast and quickstepping between 3 lanes of falling projectiles" setpieces so many times before it loses all spectacle and interest. This would be even more obvious if the game was 100% 3D boost.
I don't think the problem with Colours was that it's a fully boost game which is false BTW; many stages force you to use wisps and barely use the boost at all anyway instead focusing much more on slower platforming - rather, it's the rather shallow boost gameplay, the lack of variety its level design and how many short stages there are. Did we really need 6 acts in each zone, considering that 4-5 of them are unremarkably short in length?

Compare this game's level design to Unleashed or Generations and you'll understand exactly what I mean - even with the latter's slightly excessive 2D, the 3D felt much more in-depth and involved in both games and usually offered more than just boosting; Unleashed especially used the boost for high adrenaline gameplay that felt good to master, while also having a lot more variety with the set pieces used in a 3D space.
Tsuki Zero 8 febr. 2023 la 2:25 
Postat inițial de Ikagura:
In the early 2010's people were like "the comeback of the franchise finally!" then they were like "this game is not good" and started to defend games like Sonic 2006 or Unleashed (despite the flawed night sections of the game) even more.

This does not make sense.
I can easily explain: Sonic Colors (the Wii and DS ones) have always been good, as was Sonic Unleashed. Sonic 06 was problematic due to being rushed, but there was still a good game beyond all those problems and people wanted to see that properly realized.

Now, this disastrous remaster was handled by a studio that is rather infamous for releasing broken remasters of dubious quality (generating negative publicity) and then fixing it slowly post-release (generating good publicity and causing ignorant people to doubt the bad reviews). This in turn makes them famous with companies seeking remasters in a hurry (specially for anniversaries) who will not look into their dossier and see the disastrous jobs they did before fixing it.

Also there's a lot of communication issues within Blind Squirrel Studios between the PR and Development.

And if you think Sonic Unleashed night sections are bad, then you NEVER played 3D Sonic games. Because Adventure 1, 2, and 3 (Heroes) had WAY worse sections.
Back in GC/GBA gen the console was 100% 3D, while the handheld was 100% 2D.

Sonic Adventure 1, Sonic Adventure 2, Sonic Heroes and Shadow the Hedgehog were all 3D.
Sonic Adventure 1 and Sonic Adventure 2 has got the best score, which no 3D Sonic games has managed to surpass yet.

On GBA there was Sonic Advance 1, Sonic Advance 2 and Sonic Advance 3 all 2D.

After Sonic 06 Sega abandoned 100% Sonic games, they only made 100% 2D games and 3D with 2D and in some case more 2D than 3D in 3D game.

Sonic 06 didn't fail for being 3D, it failed for rushing it and releasing the game on a older version.


Sonic Colors was 2D on handheld, they should have left the console 3D only. Same with Sonic Generations.

Sonic Mania was 2D, they should have left Sonic Forces 3D.

While Sonic Frontiers is mostly 3D like 90%, Sega still feels the need to include 2D into their 3D game.
Editat ultima dată de supermichael; 8 febr. 2023 la 4:52
I've hated Colors since it first came out. The Sonic Dissected series on youtube did a great job explaining all the issue with it.
Postat inițial de supermichael:

Sonic Adventure 1, Sonic Adventure 2, Sonic Heroes and Shadow the Hedgehog were all 3D.
Sonic Adventure 1 and Sonic Adventure 2 has got the best score, which no 3D Sonic games has managed to surpass yet.

Seems you are the only one who has mentioned that yes we did get full 3D games, admittedly two decades ago. Seeing as Adventure (2 Battle) is seen as one of the best Sonic games ever, then it shows that 3D can work well in Sonic

Personally I do like the 2D parts, but I'd also like a full 3D too

(I'd also love a Shortfuse TPS/FPS game, but seeing as those rights belong to the Comics, it'll never happen. But I'd love more focus back on Badniks and then getting some great heel-face turns for some. Shadow was OK, but a bit underwhelming. Whereas having a Shortfuse-esque character with a full flight suit and such would do wonders for making a Sonic game which is different. Hell, at this point I'd love a full Knuckles game with Chaotix and then a spin off for Chaotix. Maybe cause I'm such a StC fan, or was, and love the classic era, then I find most modern characters to be fairly one-dimensional without much variation. Whereas a Chaotix RPG/Adventure game would be great: Vector for brute strength and swimming, Espio for stealth and maybe fast-charging parts, and Charmy for flight and shooting parts)
Cheese 8 febr. 2023 la 9:47 
Postat inițial de supermichael:
Sonic Colors was 2D on handheld, they should have left the console 3D only. Same with Sonic Generations.
Gotta disagree with this. Sonic Generations has a valid reason to include 2D gameplay, being a celebration of the series that features classic Sonic (how else would you do this but with 2D?), and of course, modern boost Sonic (which is a mix of 3D and 2D).

The real problem here is that they didn't also include a third fully 3D Dreamcast-style Sonic, which I suspect was originally the plan for the game since then you would have had the game cleanly broken up into three eras, each with three levels played by all Sonics, and a rival and boss fight each played by the relevant Sonic.
Instead, classic has only one rival and boss, boost Sonic has two rivals and two bosses, and the middle chunk of the game has no representative, all of which feels extremely strange.
Postat inițial de Cheese:
Postat inițial de supermichael:
Sonic Colors was 2D on handheld, they should have left the console 3D only. Same with Sonic Generations.
Gotta disagree with this. Sonic Generations has a valid reason to include 2D gameplay, being a celebration of the series that features classic Sonic (how else would you do this but with 2D?), and of course, modern boost Sonic (which is a mix of 3D and 2D).

The real problem here is that they didn't also include a third fully 3D Dreamcast-style Sonic, which I suspect was originally the plan for the game since then you would have had the game cleanly broken up into three eras, each with three levels played by all Sonics, and a rival and boss fight each played by the relevant Sonic.
Instead, classic has only one rival and boss, boost Sonic has two rivals and two bosses, and the middle chunk of the game has no representative, all of which feels extremely strange.

But that is the thing the 3DS version is 100% 2D, there is no mixing 3D into that game.
Couldn't they have made the levels for the console version 100% 3D?

Why is it the 2D game doesn't need mixing, but when it comes to 3D they always have to mix 2D into it.

In Sonic Generations console there was these levels:
Classic Sonic = 2D 100%
Boost Sonic = 3D with 2D section

Sonic Generations 3DS:
Sonic = 100% 2D
3D doesn't exist.

Plus on the console version, levels that were 100% 3D they changed it to have 2D in them also.
Editat ultima dată de supermichael; 8 febr. 2023 la 13:30
NBOX21 8 febr. 2023 la 13:40 
Postat inițial de supermichael:
But that is the thing the 3DS version is 100% 2D, there is no mixing 3D into that game.
Couldn't they have made the levels for the console version 100% 3D?
Feel free to say this about Colours and Forces all you want (the former has a DS version which is fully 2D, while the latter has Mania which is also fully 2D) but I don't see how having a 3DS version of Generations being fully 2D while the console versions also having 2D is a bad thing - if anything, this actually makes the 3DS version look bad as that version is fully 2D even for the boost levels which kind of goes against the whole point of "Generations" to begin with, while the main versions use 2D only for the classic levels, and a mix of 2D and 3D for the boost levels like Unleashed and Colours before it.

And I know the 3DS is perfectly capable of fully 3D games - we had Super Mario 3D Land, Zelda Ocarina of Time 3D, Resident Evil Revelations and Kid Icarus Uprising; heck, even Sonic Lost World 3DS had more 3D than Generations 3D, and by that, I mean it actually had 3D sections at all. So in this case, being on a weaker handheld isn't even an excuse like the GBA and DS games before it.
Postat inițial de NBOX21:
Postat inițial de supermichael:
But that is the thing the 3DS version is 100% 2D, there is no mixing 3D into that game.
Couldn't they have made the levels for the console version 100% 3D?
I don't see how having a 3DS version of Generations being fully 2D while the console versions also having 2D is a bad thing - if anything, this actually makes the 3DS version look bad as that version is fully 2D even for the boost levels which kind of goes against the whole point of "Generations" to begin with.
The way I see it is that for the 3DS version, Modern Sonic is meant to represent Rush's style of gameplay (heck, it's probably spiritually Rush 4) and there was even an attempt of the game calling back to one of the handheld titles by having Sonic Rush's Water Palace playable.

Too bad that's the only stage that came from a handheld game and I think it's a massive missed opportunity for 3DS Generations to celebrate Sonic's handheld history too.
The first three stages could've been from Sonic's Game Gear titles, another generation's set of stages could've been from the GBA Advance trilogy while the remaining stages would be from Rush and Rush Adventure before finishing it up with a stage from Sonic Colours (DS).

According to this interview[www.sonicstadium.org], that was probably indeed the original plan except without Game Gear stages oddly enough but instead, the 3DS version only represented one handheld-exclusive game while the rest of the stages came from console titles.
Editat ultima dată de Duckilous; 8 febr. 2023 la 15:59
Cheese 8 febr. 2023 la 17:02 
Postat inițial de Duckilous:
The way I see it is that for the 3DS version, Modern Sonic is meant to represent Rush's style of gameplay (heck, it's probably spiritually Rush 4) and there was even an attempt of the game calling back to one of the handheld titles by having Sonic Rush's Water Palace playable.
I don't think classic Sonic versus Rush Sonic was the intent.
If it was, they totally botched it by not giving modern Sonic the trick system, not having those directional R button moves when you're launched in the air, removing rolling and spin dashing and giving him a slide like the 3D games, and giving both modern AND classic for some unholy reason a homing attack that you must use constantly for platforming (outside of the classic versions of classic levels, with layouts lifted directly from the genesis games, unfortunately the only part of the game with good level design).

The ideal is of course what you're saying, a celebration of Sonic's history on handhelds, much like the console version is a celebration of the console games.
Instead we got this half-baked mess that doesn't seem to have any idea what it is trying to be.
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