Sonic Riders: Zero Gravity |
| By Shawn White / Monday, 11 February 2008 | |||||
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Sonic and Mario can't seem to help competing. The blue blur always seems faster on the draw, with his Wii platformer releasing months ahead of Super Mario Galaxy, and now Sonic Riders: Zero Gravity looks to fill the mascot racer genre before the next Mario Kart iteration. One can't speak for Nintendo's racer just yet, but Zero Gravity might hold its own despite a few apparent frustrations. \
![]() In story mode, each of the three characters is used twice. Although the latter three modes will be covered in detail later, let this be clear: the Nintendo Wi-Fi Connection logo on the box doesn't mean online racing. World Rankings is only slightly better in Zero Gravity than Mario and Sonic at the Olympic Games, in that players can download the Ghost data (i.e. one's best track time in character form) from others. ![]() Turning feels a bit too rigid. After testing all three, the GameCube controller takes the crown. The hover boards are innately stiff in turning, and neither Wii Remote scheme feels tight enough. Fortunately, the game doesn't even need to be told to switch to the GameCube pad; plugging in my WaveBird caused an immediate override of the Wii Remote. ![]() The race courses keep your interest while boarding. Gravity is the gimmick, naturally, and Zero Gravity employs the mechanic fairly well. Players have a GP (Gravity Points) gauge that can be built up by obtaining the GP Boost item and performing tricks during the race (launching from the start line at just the right moment will also earn players a healthy gauge from the onset). Tricks usually consist of well-timed jumps from ramps, but also for catching wind currents and grinding on rails. Accumulated GP can be used for either Gravity Control or Gravity Dive - the first being useful for really sharp turns and the second being handy for blazing across straightaways. ![]() Successful gravity usage can create a sense of racing nirvana. To that extent, coming in first essentially means memorizing the courses so as to know where to best use techniques. A luck factor comes into play just like in Mario Kart, but it's not the kind to depend upon. Players will find item boxes scattered around the courses, but these are far less emphasized in Sonic Riders than Mario Kart, and perhaps by consequence, often far less useful. Some of the items, like Speed Down and Parts Lock, are simply frustrating since they slow you down and lock your parts. Given the reasonably challenging AI, those items can be fatal. Most times, however, the item boxes yield rings, which only have value in the Shop for purchasing new gear. |
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