If Sonic Colours for the Wii bears gameplay similarities to Sonic Unleashed then it's DS companion may as well be a continuation of the Sonic Rush series. The original Sonic Rush was a largely excellant example of speed based gameplay, augmented with a trick system that gave the player controlled speed boosts. It's sequel, Rush Adventure bogged down the gameplay with adventure sections. Has Colours managed to revitilise the formula?
First impressions are surprisingly dissapointing. The trick system in the Rush which gave boost has been replaced with a wisp that gives limited boost, only increased with more wisps and enemy destruction. This means that boost functions are often too limited so crashing into enemies on running paths due to lack of boost can become common place.
Wisps, the obvious gimmik of the game are a mixed bag. The large majority are well implemented with the drill and lazer being the most fun, the first offering some creative routes via ground and water, the latter offering quick bursts of unstoppable speed. The two main culprits of bad design are the Red Burst and Violet Void wisps which both suffer from unresponsive control which is a shame because they offer intriquing directions to take in the environment.
Cheap defeats and damage are also a running problem, as mentioned earlier. Pit falls, bad enemy placement and spike placement have always been around in some form or another in the Sonic series but Sonic Colours often takes it too far. This is partly due to the multi-tiered levels generated by the wisp mechanic as well as temptations to boost through the air, leading to multiple deaths. The game seems to expect you to know what's happening ahead of you before you can respond to it. The slide feature is often placed in situations where you need to use it to avoid instant death but it's used so sparingly and with little warning that you'll be killed on the spot.
The large amount of the negative critisism on Sonic Colours DS is most apparent on the first playthough. Repeated playthrough gives you time to appreiciate how well many of the levels have been crafted around the wisps. As you aquire new wisp powerups new areas in previous stages become available, opening up some creative game mechanics and generally increasing the flow of gamplay. Once you get to grips with the mechanics of the wisps, going back to some stages can produce utterly joyful experiences. Boosting through several enemies, walljumping off walls to grabbing a Lazer wisp and using it to bounce across a level is exilerating.
The game is also short, with the chaos emeralds being remarkably easy to obtain. Completionists will find replay value in the collection of red rings and added missions, the latter offering some surprisingly challenging objectives.
Overall Sonic Colours (DS) is a flawed but generally fun product. It boasts an interesting new gameplay mechanic via the addition of wisps but is let down by control issues, cheap deaths and some unneeded mechanics.