E3 2010: Sonic Colors first impressions

Looks like Sonic’s finally figuring out how to exist in a 3D world

Here we go again%26hellip; We%26rsquo;re excited about a Sonic game again, yes, in spite of all he%26rsquo;s put us through. We know. Our anticipation and revulsion for all things Hedgehog has been known torise and fallwith the changing of the seasons. But Sonic%26rsquo;s taken a multi-year breather from %26ldquo;returning to his roots%26rdquo; and looks all the better for it. Hopefully, gamers won%26rsquo;t mind that he%26rsquo;s heavily borrowing from his old rival%26hellip;.

Mario Galaxy. That%26rsquo;s all we could think of once Sega unveiled Color%26rsquo;s overworld to us. Each level is represented by planets, tethered to together by Doctor Eggman%26rsquo;s fiendishly fun plot of creating the universe%26rsquo;s largest amusement park. We don%26rsquo;t think Sega will resent the comparison to Nintendo, because we sure as hell don%26rsquo;t. It%26rsquo;s the best thing the Wii%26rsquo;s got going, and we wish more games ripped off, instead of just straight up stealing Wii Sports.

However, it%26rsquo;s not like simply being set in spaceis what made Galaxy great. It%26rsquo;s the idea that levels can be clumps of anything and everything, and don%26rsquo;t require a logistical explanation. And that%26rsquo;s exactly what Sonic Colors has going for it, thus freeing Sonic Team up to design gorgeously detailed environments without the creative restriction of open-worlds, sword, town folk banter or Werewolf-based cache.


Above: No Werehog, as far as the eye can see...

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