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In a clinic for troubled videogame characters, hordes of stars from
games past and present gather, hoping to find a solution to their
various problems. Gex the Gecko leads the line of forgotten platform
leads, wondering where it all went wrong. Slippy Toad is in the
corner, wondering why everyone hates him so much (let me help you
out here, Slippy - it's because you're an idiot). Voodoo Vince is
busy stuffing sticks of dynamite into his ears, while Blinx is running
around and around. Sometimes he moves very fast indeed, sometimes
he slows right down, or even moves backwards. Then Mario and Sonic
walk in, having recently put their rivalry aside. They're both suffering
from an identity crisis, starring in platform games one minute then
sports games the next, with the odd racing game thrown in here and
there for good measure. Mario has less to worry about, however,
because his games are generally very good - and soon enough, it
becomes clear that Mario is here to lend his new chum Sonic a bit
of much-needed moral support.
You
see, Sonic's problem isn't that he's been forgotten, but rather
just that he's a shadow of his former self (there's a pun in there
somewhere...), being shoehorned into one cash-in piece of tat after
the next - and Sonic Riders: Zero Gravity is the latest case in
point. The introduction to the game, despite looking very nice,
doesn't bode well, and it's pretty much downhill all the way from
here. The story, if you can call it that, is laughable at times.
The game opens with a meteorite crashing onto a planet and landing
at the feet of a giant security robot. For reasons unknown, the
robot comes to life, along with seemingly hundreds of its pals,
and proceeds to go on a rampage. Yep, it all makes perfect sense
so far. From then on in, a frankly bizarre course of events take
place, with the story making less and less sense as it goes on,
lending terrible excuses for Sonic and co. to race everywhere for
no apparent reason.
Admittedly
stories in racing games have never been great, but the question
has to be asked as to why the game even needs a story. Why couldn't
Sonic and his friends just decide to have some races one day? The
annoying voice acting and cut scenes that go on for as long as some
of the races don't help to warm you to the story and it's with mixed
emotions - part relief and part disbelief - when the Story mode
ends after little more than a half hour's play. There are two routes
through the Story mode, looking at it from Sonic's perspective and
then Jet's, but that still adds up to a terribly short main mode.
The
actual races themselves are a mixed bag, with the negative slightly
outweighing the positive. An original and interesting way of starting
each race - whereby an electric beam moves towards the start line
and players have to gauge how close to it they run in order to cross
the line as soon as the countdown hits zero - rewards risk-taking
and punishes over-eagerness. The feeling of speed can be immense
at times and gliding around corners and hitting shortcuts successfully
is fairly satisfying and enjoyable. The courses don't look bad either,
although sometimes there can be a bit too much going on at once,
and everything moves at a nice pace with no slowdown evident.
The
problems come as soon as you attempt to take a corner, however;
to describe the controls in Sonic Riders as 'rubbish' wouldn't be
overly harsh, as they'll take a lot of getting used to before you
can successfully navigate a track without running into every obstacle
and bouncing off all the walls. Each racer uses a slightly odd hoverboard
to cruise around on, and while you'd expect the handling to be somewhat
'floaty', the fact that sometimes your racer simply won't turn takes
this concept to the extreme. Turning has to be initiated very early
for even slight corners and if you want any hope of getting round
a hairpin bend then you'll have to make use of the slowdown-time-and-turn-while-floating-in-mid-air
function that the game gives you. Again, this takes some getting
used to, but is essential for successfully finishing in first place.
Collecting
rings throughout the race can morph your board into different vehicles,
such as an air bike, and these offer you different abilities, like
being able to smash through obstacles with no loss of speed. For
characters that claim to be "the fastest creatures in the universe",
the question of why they're bothering with these hoverboards and
don't just race on-foot goes unanswered. Indistinct music and useless
power-ups accompany each race, while the lack of any real difficulty
or challenge outside of wrestling with the control system adds little
to the game's appeal or challenge. There's a grand-prix mode in
which you race through the disappointing number of tracks with any
character and board, as well as some multiplayer elements and a
shop to buy new gear. These try to extend the game's lifespan, but
they can be done and dusted with little effort and no real desire
to return to them again in a matter of minutes.
Dodgy
controls aside, there's little inherently wrong with Sonic Riders:
Zero Gravity, yet it's painfully average and just lacks the amount
of fun that would warrant a purchase. It's perhaps worth renting
to see if you like setting yourself up to be disappointed, but it's
not a game that comes recommended. Zero Gravity? Zero Fun more like...
Reviewed by Andy Keagle for AceGamez (All Rights Reserved).
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