Tag Archives: Imagine R (Developer)

REVIEW: Color 2

Color 2 ($1.00) is a rather apt title for the game, when you get down to it. It’s about colors, natch. Four to be exact, corresponding to the face buttons of the Xbox controller. Also natch. It’s a sequel as well, the original Color coming about three years ago from the same developer. That would account for the ‘2’. So, that about solves the mystery. And if you are finding this opening to be bland and entirely forgettable… well, you’ve just played Color 2 without actually playing it.

Color 2 - Screen

That’s not meant to read like I’m unfairly dumping on the game, just more the inevitable result of a very basic and tired idea. Color 2 is color-matching, through and through. It is advertised as five different modes of doing so, but that’s a very loose (and very generous) definition of five separate minigames. For starters, they all involve swapping / mashing the button to correctly match the color / letter appearing on-screen. Variety is not something the game does well.

Take a look at the screenshots used in this review. The only thing that really changes from game to game is your ‘form’; sometimes you’re a block at the bottom of the screen, other times you’re a block going around in a circle, and in one instance, you’re a cannon. A few of these ‘minigames’ seem to have been carried over from the first game, too, so it’s not as if entirely new ways to ‘color-match’ have been created for this reprise.

Color 2 - Screen2

The modes do come tinged with either an ‘arcade’  or ‘survival’ setting. Other than determining when your ‘health’ is replenished for missing / incorrectly matching the colors, though, it’s not much of a modifier. As a bonus, you can compare stats between the various modes, and earn medals for meeting certain criteria while playing. Neither does much for extending the life of the game. At most, you’ll sample each of the game types once and never feel the need to return to it.

Its intentions might be harmless, but Color 2 is an ideal example of a unneeded sequel. Three years on, we get the same idea with slightly spruced-up visuals, an added minigame or two, and the rest just carried over from the original. Pass.