Zooming Through Sonic Colors: Ultimate And Getting The Switch Lowdown

Sonic Colors Ultimate Zoom
Image: SEGA

SEGA has had various events and tie-ins to celebrate 30 years of Sonic the Hedgehog, but the big event from a gaming perspective is the upcoming Sonic Colors: Ultimate, which will see the previous Wii-exclusive come to various platforms including, of course, the Nintendo Switch.

We were invited by SEGA to go hands on (streamed remotely, but our hands were on a controller, so it counts) with the HD remaster, and naturally jumped right at the opportunity. It was the PC version, so of course it was also an optimal build; you can see a bunch of footage and our thoughts in the video below.

We also had the opportunity to pose some questions to Aaron Roseman, a producer on the project. Our first question was on the Switch framerate, of course, after a carefully worded Switch version of a trailer caught our attention, along with some other little questions about what’s new and exciting in the ‘Ultimate’ release.

Sonic Colors Main Image

The trailer for the Switch version didn’t explicitly confirm the framerate; can you clarify if it’s running at 60fps or 30fps?

The Switch version of Sonic Colours: Ultimate will run at 30fps.

Of all the 3D Sonic games released, why did you choose to remaster Colours over any of the others?

The original Sonic Colours was a great title that was only available on the Wii which restricted the number of players that were able to enjoy the title. Additionally, the game has always been a fan favourite for not only the gameplay but also the music composed by Tomoya Ohtani. With Sonic Colours: Ultimate, we’re pleased that we can deliver the title for everyone to enjoy.

Are there any plans to bring other classic 3D Sonic games such as Unleashed, the Adventure series, or 2006’s Sonic the Hedgehog to modern consoles in remastered form?

When approaching the remaster of Sonic Colours, we wanted to ensure that the game felt “Ultimate.”

We have nothing to share at this time but do hope fans are looking forward to Sonic Team’s next game, along with Sonic Origins.

Have there been any adjustments to the level design at all, perhaps small tweaks that the developers felt should have been made in the original game?

Visual upgrades aside, the levels for the most part are the exact same today as they were in the original release. However, some updates were made to adapt for the Jade Ghost Wisp; creating new secret locations and opportunities to use the Wisp.

What drove you to include the new features that you did, specifically the new Rival Rush mode with Metal Sonic?

When approaching the remaster of Sonic Colours, we wanted to ensure that the game felt “Ultimate.” From adding in music remixes, customization options for Sonic, to a new playable wisp, and the Rival Rush mode we hope that new and old fans alike find something that they enjoy with Sonic Colours: Ultimate.

How far does Sonic’s customisation go? Can we expect callbacks to classic Sonic characters, tropes, or themes?

In Sonic Colours: Ultimate, players will be able to customize Sonic’s in-game gloves, shoes, aura, boosts and access special player icons which feature classic Sonic characters, and SEGA games.

With Sonic Colours: Ultimate, we wanted to provide fans with even more of their favourite music from by tapping into the likes of Jun Senoue, Tomoya Ohtani and others to create an unforgettable experience.

What about the soundtrack have you remastered/remixed specifically, and why?

Music has always played such an important role within Sonic games and for the brand. Just last month, we saw an overwhelmingly positive response to the 30th Anniversary symphony and the music that has helped shape Sonic these past thirty years. With Sonic Colours: Ultimate, we wanted to provide fans with even more of their favourite music from by tapping into the likes of Jun Senoue, Tomoya Ohtani and others to create an unforgettable experience.

When using the Jade Ghost Wisp it seemed to act in part as an accessibility addition, allowing players to reach secret areas that are otherwise locked behind other Wisp powers or are simply only accessible through longer, more obtuse paths. Is that its only function?

The Jade Ghost wisp allows for players to explore stages in a unique way and access some new hidden areas. We look forward to seeing how our players utilize the wisp, but don’t want to give too much away before fans are able to test it out on their own.

And lastly, not a question, just a thank you for maintaining the British English spelling of ‘Colours’ in the European version of the release of Ultimate, as you did with the Wii original.

You’re welcome!

We’d like to thank SEGA and Aaron Roseman for their time.

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