|
Nintendo had Mario and SEGA had Sonic. It was an untouched divide that dominated the era of the NES and Genesis. With SEGA leaving the hardware arena and focusing on the software side of the video gaming industry, it was only a matter of time until the scars healed and Sonic graced it’s once evil nemesis with its presence. Flash forward to 2008 and we’ve already had Mario and Sonic in the same video game, on both current Nintendo platforms. The shock of Sonic being on the Wii has subsided and their past grievances have long been forgotten. This time round we have a Sonic-only title; Sonic Riders: Zero Gravity. It’s also out on the PS2 but we’re focussing on the Wii version. On the surface it appears to be a cheap Mario Kart clone, but does the phrase ‘looks can be deceiving’ need apply?
Just so we’re clear, we don’t judge games by their similarity to other games or even as sequels. We’re reviewing Sonic Riders: Zero Gravity as an isolated entity, removed from the knowledge of its competition and its past games, which includes Sonic’s original state; a 2D platformer. Sonic Riders: Zero Gravity is a hoverboard, arcade-style racing game that’s meant to be fun for all the family. Offering pick up and playability, your favourite Sonic characters as well as an abundance of tracks and options it definitely aims to pack a punch. It’s got several single player game modes, like Story mode where your aim is to usually finish first, or quick race which again your aim is to finish first. If you’ve got your friends round then it’s got the usual multiplayer capabilities (and arguably that’s where Sonic Riders succeeds. The most logical place to start is the single player Story Mode which removes the choice of characters, gives you a light dashing of narrative and basically adds some structure to a set of otherwise unlinked races. It takes you through the varied locations, which are loosely reminiscent of the original Sonic’s stages. Locations include a futuristic city, a waterpark and a jungle. Large, gravity defying turns are contrasted with sharp corners. There are gigantic jumps and plenty of shortcuts / multiple routes. Accessing these shortcuts often means utilising your special abilities. Racing on a hoverboard means that you can grind (ala skateboarding) pipes and cut seconds off your time. Mid jump you can pull on the Wii-remote and fly for a set period of time to reach higher levels. Finally you can submit a gravitational push which moves obstacles out of the way while also leaving your opponents in the dust. At first, the special moves are fairly tricky to pull off and the options available are daunting for a new player, but given enough time and practice you’ll master them to lethal effect.  A key question is whether you’ll want to give the game your precious time. The story mode isn’t life consuming and once you’ve completed a few tracks you’ll start to feel a bit fatigued. This all depends on what control method you’re playing with. We began with the Wii-remote on horizontally where leaning forward grants acceleration and tilting warrants steering. The problem arises when you come to a corner. The motion controlled system feels correct, but just doesn’t respond quickly or sharp enough. You’ll bang into walls and fall off cliffs. It results in frustration and the appeal quickly wanes. On the contrary is the GameCube controller, which works the best. With a solid, reactive method of control the game works much better. The races ease in difficulty and its overall a much more enjoyable experience. The Wii-remote is fine for a ten minute play, but if you’re going to invest your time into the Story Mode then for your own sake the GameCube controller is the way forward. If ten minute play sessions are more your cup of tea then the Quick Play mode is a more intelligent choice. There are sixteen tracks to choose from and they’re spaced within eight unique worlds, each with their own style and look. Scattered around the levels are speed boosts, rings (to allow a speed increasing gear change) and plenty of power ups to crush your fellow racers. There are eighteen characters to choose from, which fall into the Speed, Power and Fly categories and they range from the Iconic Sonic, the cameo Knights or the obscure Silver the Hedgehog. Obviously some are locked and can only be accessed by completing Story Mode missions but persevere with the Story Mode and there’s a healthy roster for selection. This is all the more relevant when you take the race to your friends. Local multiplayer is undeniably where Sonic Riders gets it right. Split screen action suits the gameplay and on a big enough TV there’s enough room to enjoy the game with your chums. Racing with friends removes the facelessness of the AI and makes the game more enjoyable and challenging. The only problem is that it can be quite difficult, especially in the water park levels with water splashing everywhere, to see where you are and where you’re going. While we’re on the subject of visual prowess it can safely be said that Sonic Riders is a decent looking Wii title. It doesn’t push the console but it lacks the typical ‘bland textures’ that plague other games. Framerates are consistently solid and that’s not a stutter in sight.  Now the crunch point; the score. If Sonic Riders: Zero Gravity had nailed the Wii-remote controls then this would be pulling in the 7 and 8s. Sadly, the controls, coupled with a distinct lack of ‘addiction factor’ means that monotony kicks in. We want to award Sonic Riders a high score but its failings are too important. It doesn’t stand out in our minds, and if it wasn’t for this review, would be quickly forgotten. Score: 6/10 (Wii Version Reviewed. Also available on PS2.)
Only registered users can write comments. Please login or register. Powered by AkoComment Tweaked Special Edition v.1.4.6 AkoComment © Copyright 2004 by Arthur Konze - www.mamboportal.com All right reserved |