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Sonic Riders - Review

Xbox PlayStation 2 GameCube by Tom Bramwell

17/03/2006 @ 07:32

Sonic Riders begins as if upside down. Instead of cleverly introducing all its ideas one by one on the race track and relegating its paper-thin storyline to the manual (which is obviously made of paper and therefore ideally suitable), it stupidly spends ages introducing its paper-thin plot and relegates to the manual all the important details, like what the hell all the things on the screen mean, and how to turn corners without smacking repeatedly into the wall. (Incidentally, neither game or manual explains why Tails is still alive.)

And of course, apart from a brilliant bit where a hawk-lady makes Tails the-stupid-fox-who-I-hate angry, the cut-scenes are full of unnatural, second-language dialogue acted out by the usual crowd of unquestioning voice actors, who by now must be used to delivering sentences like, "These players, they're hot, the best racers I could find!" with an array of inflections previously uncharted by humankind. (In fact that's probably why the actors keep coming back for more work.) Anyway, since the game doesn't bother to tell you, I might as well give you an idea of how to play it.

Sonic Riders is a hoverboard racing game. In other words, a range of Sonic the Hedgehog characters (including some birdy types called the Babylon Rogues - yes, their back-story is the sort of thing that makes you wish you were five again so that you could beat yourself around the head with a spiky piece of wood for 18 hours for being so stupidly tolerant of things like this) zoom along on gravity-defying snowboards, building up speed by riding each other's wakes, boosting and hitting boost pads. And collecting rings. And building up air. And using pitstops. And grinding. And doing tricks. And levelling up. So there's quite a lot and it's a bit messy.

Initially though it's quite promising - instead of timing button presses like Mario Kart (or, well, most racing games), you try and time a run-up to the starting line so that you cross it at your top running speed just as the race begins. Go too soon and you get electrocuted and consequently held up; go a bit late, or slow down to avoid being electrocuted, and you may find the other races zoom past you. It democratises the traditional starting grid boost, which certainly deserves a paragraph's worth of credit.

'Sonic Riders' Screenshot 1

Sonic's feet get bigger and bigger with every game.

Once you're on your way, the board handles as though on a bed of air - appropriately enough - and a re-employed elevator announcer lady smoothly informs you that you've landed badly, or screwed up a corner, or that you're in fifth (actually I've not figured out what she's saying; it sounds like "fifth" but since you're in first or seventh or whatever I'm not so sure). And to now draw upon that parenthetical (hopefully without anybody taking too much offence), your position really will be that random to start with. As soon as corners get a bit sharp, you need to use the triggers to lean into them a bit - apparently you're shooting out bursts of air to help turn you around - but you can also use the triggers simultaneously to do a tornado attack on those close to you. So bear that in mind.

Also bear in mind your "Air" bar down in the bottom right, because it holds the key to everything: clobbering enemies, using your boost, using your trigger-turns; while other key functions like tricks and pitstops are all feeding into it. Air is Riders' equivalent of F-Zero's boost/health bar, in a sense - run out of Air and you'll literally have to walk the rest of the way to the next pitstop, but keep plenty of it in stock and you can afford to boost if you're closing on a fellow competitor or you get the wind knocked out of you. Although that's a bad choice of wording, come to think of it.

The concept's right though - the main problem you face in Riders is maintaining speed, because holding a trigger-turn a fraction too long will see you hit the wall (and bounce along it), and there are countless obstacles, narrowing roads and even sheer drops to fall into as you make your way through the various tracks. With plenty of shortcuts, and a typically Sonic-esque "blindly running down shortcuts you never knew about" feel to quite a lot of it, you'll certainly take plenty of hits. Hence the need to keep the Air topped up.

'Sonic Riders' Screenshot 2

I still reckon this looks like the test chamber from Half-Life.

So now you're wondering what the rings are for: well, collect enough and you level up, which increases your maximum attributes. And now you're blah blah blah tricks are for: well, as you jump (jump? That's A or X depending on your console), you can twist the left analogue stick around about to do flips and turns; land well and you net some more Air. Etc. etc. grinds are for: similar thing; using a "speed" class character, you jump and then hit the same button again on a rail to grind it. Di-dum-di-dum classes? Speed (Sonic) can rail-grind, flight (Tails gngnrh) can hover through acceleration-hoops; power (Knuckles) can bash through stuff without losing speed. Acceleration-hoops? Like power-ups, they give you a bit of a boost, and hang in mid-air in interesting places. Power-ups? Gah. Like Mario Kart, these offer rings, speed-boost, protection, etc.

Why does it have to be this complex? It's taken the best part of 1000 words (admittedly I could have shut up about the cut-scenes and Tails and that) to actually get you to the stage where any praise or criticism I fork over will make any sense. That's not good game design - and not introducing this stuff properly makes about as much sense as advertising infinitely better racing game OutRun 2006 on the back of the manual as if to say "you've played the nightmarishly complex sponging of the Sonic franchise, now play the best!" Seriously, if Sonic Riders had soundbites associated with it, they would be that convoluted.

'Sonic Riders' Screenshot 3

You can even do tricks while riding someone's turbulence.

Which is a shame because it's not actually a bad game once you get a grip on the track design. Build up a decent speed and keep it there and it's like playing chicken in a wind tunnel on LSD or some other ludicrous drug-related metaphor. Manoeuvring between routes at speed, trying to pick out shortcuts, and - easily the game's most intriguing idea - riding people's wakes, or turbulence. I didn't mention this earlier precisely because I wanted to harp on about how interesting it is: basically, when somebody's zipping along ahead of you, their wake forms a big cloudy half-pipe - like the trails from an aeroplane, except on the track in front of you - and as long as you can stay on it you can effectively ride right up to them and leapfrog them in position. Except, they can then do it to you. Coupled with the speeds you move at, and all the other various bits and pieces you're trying to keep track of, it can make for a very varied and interesting race, however many times you've been around that track.

But then the operative word here is "can". Occasionally Riders is very fluid and exciting, and you can almost see the ghost of old-days Sonic the Hedgehog peeping out as you move between branches and try to stay in control. But for the most part, it's overly complicated, and dominated by things designed to stop it being fluid and exciting. And after a while, whenever you bounce off a wall or stop dead in a pitstop you didn't need or mean to go into, and that woman loudly explains how rubbish you are, you stop noticing the good things. Rather like the way the game forces you to the manual in search of explanation only to find an advert for a better racing game, it's unapologetic about ruining things for itself.

5/10

Read our Scoring Policy

Sonic Riders is out now on Xbox.

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Comments: 1-26 of 26

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reality_cheque
17/03/06 @ 07:50
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Does anyone actually like the two-tailed freak?
OnlyMe
17/03/06 @ 08:07
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Do they actually believe these kind of games strengthen their franchise? At least Nintendo has the decency to release better than average games. Guess SEGA isn't content with just six feet.
Xerx3s
17/03/06 @ 08:22
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I think sonic died ages ago for most gamers. Perhaps sega would be better off creating a new icon. Oh well.
varsas
17/03/06 @ 08:26
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Why all the Tails hate?

I think Sega should take a break from Sonic and resurrect their other game franchises with good games! I'm talking Panzer Dragoon Saga and Shining Force!

A new game similar to Skies of Arcadia (with a lower ratio if random battles) would be ace too!
reality_cheque
17/03/06 @ 08:53
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Shining Force! YES!

I'd kill for a copy of each in the series for my megadrive, I never completed '...in the Darkness' and of the SF series I only ever got to play the 1st one.

Tails is the Wesley Crusher of the Sonic world.
SimonM7
17/03/06 @ 08:58
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The "shining" series are getting new games all the time. There's like 3 of them for PS2 already and one (the best one) for GBA.

I'll agree that Sonic died for most GAMERS a long time ago, simply because his recent outings have been rather naff. I think Sonic Adventure 1 was excellent and 2 decent enough, so I'm not jumping on the 3d sonic hate-wagon, but it's fairly obvious that Sega are banking on the name alone for it to sell.

And it does! I'm a gamer (obviously) but I'm also a Sonic nut. I suck the worst tripe right up because it's Sonic, and I'm basically just keeping my fingers crossed that one day the quality of the games themselves will go up. Shadow may be an uninspired game as far as art, level and general direction goes, but the controls have been polished since Heroes for sure. Sonic The Hedgehog for next gen systems won't be a new Adventure for almost 100% certain, but I think it'll be better than what we're used to.

Oh and Sonic Rush is bliss, by the way. Apart from the ludicrously poor presentation, that game rocks.
Blerk Moderator
17/03/06 @ 09:29
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Yuji Naka to quit Sega. Shit Sonic games possibly to blame.
Dirtie
17/03/06 @ 09:36
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That "woman" is actually one of those little Chao creature things, and btw you can press A (Gamecube) to jump out of a pit stop early instead of having to wait until you're full.

It's not all as complicated as it seems when you learn the ins and outs, and actually put some effort into it - then it becomes somewhat fun. But I do agree that it nowhere near lives up to the glory days of the Mega Drive (Genesis) titles.
Mildew
17/03/06 @ 09:42
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PS3/X360 update for Panzer Dragoon Saga...gimme gimme gimme!
shapiro49
17/03/06 @ 10:01
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Anyone know if there'll be a Parallel Lines review soon?
Talha
17/03/06 @ 10:08
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"It's taken the best part of 1000 words (admittedly I could have shut up about the cut-scenes and Tails and that) to actually get you to the stage where any praise or criticism I fork over will make any sense."

Erm - isn't that the case with most EG reviews? Not that its bad or anything, but... By the way, I FREAKING HATE the crass LOTR ad - simply ntohing to do with the game itself. Readers, join in and vote this filthy ad off the site!!!!


@shapiro49 : It is passable. Better than Driv3r, but that's not saying much is it? Most US game sites are giving it low to mid 7s. That must give you an idea.
smelly
17/03/06 @ 10:16
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Not read the review yet, just looked at the score.

But - BAH! Was looking forward to this!

*sulk*
varsas
17/03/06 @ 10:40
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@SimonM7: However none of them are close to what the classic Shining Force games were like due to Camelot Software working for Nintendo now and creating the Golden Sun series.
tentonipete
17/03/06 @ 10:47
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funny review

i hate tails too. stupid ginger fox.
Sabre
17/03/06 @ 11:13
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Comment about the voice actors, this is only the second (third if you count rush) since they changed them.
ElephantMonkey
17/03/06 @ 11:21
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"Xerx3s wrote:
I think sonic died ages ago for most gamers. Perhaps sega would be better off creating a new icon. Oh well."

Sonic never died. He remains dormant after the 16-bit days, waiting for someone to wake him up. At least I'll never have it in my heart to let the little guy go.
el_pollo_diablo
17/03/06 @ 11:40
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A shame. Trickstyle was reasonable(ish - if you had low expectations), and so this could have been a perfectly adequate timewaster. As it is, it looks a bit too average for me.
shapiro49
17/03/06 @ 11:48
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Thanks Talha
Enki
17/03/06 @ 12:36
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Sounds like Sega brainstormed ideas about "features" for the game, but then rather than tossing out half of them and polishing the rest they kept them all in. It's weird to read a review where, in general, the game is praised in a lot of parts and for innovation and yet gets a low score. A great case of overload.

@Dirtie : Saying "it's not all that complicated once you learn the ins and outs" destroys your own point. The game has lots of ins and outs and thus is too complicated.
SimonM7
17/03/06 @ 12:51
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Ok, now I've had time to read the actual review.

So what you're saying is that, basically, if you wrap your head around it, it's a fun, good game, but if you can't be bothered, it isn't? If this is a Shinobi PS2 scenario where learning the game unlocks one of the most exciting tag/action hybrids on that system, I'm definitely excited about Riders.

edit: I must add that I think the lack of real tutorials and explanation on how to play the games is something that has plagued a lot of sega's PS2/Xbox games, and that lack of understanding with the player has in turn lead to frustration and misjudgement. I've heard so many people complain about how shit Outrun is, pretty much based on the notion that if something looks like a racing game it should handle like one. Pre-defined notions have them whining about the lack of combos in Shinobi and no combat in JSRF.

Virtua Fighter 4: Evolution has an inspiring amount of tutorial content, whereas something like Gunvalkyrie is left with only an Attract Mode that basically goes "this is how cool this game is, wish you knew how to do this, don't you!?". An Attract mode few people even discover. It's as if Sega still expect gamers who play their games to be so certain that there's a fun mechanic to discover, they'll actually look for it long enough to find it.

When someone says you might aswell play the taxi missions in GTA instead of Crazy Taxi, simply because they haven't found out about the maneuvers in that game, it's pretty obvious Sega should stop expecting anything.

That's one enormous edit. :)
Edited 2 times, most recently on 17/03/06 @ 13:04
smelly
17/03/06 @ 13:20
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Ill wait for a demo i think
mal
17/03/06 @ 13:54
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Hmm, it's tricky. Games like Crazy Taxi don't need any explanation really - they're fun from the get-go, and because they're fun you'll play them then discover some tricks which make it more fun and so on - so it's better that there are knacks to discover.

But Gunvalkyrie was so awkward to play initially that I've never got round to investing the effort in it to find my feet in the game. I can see from the attract mode that it's possible to play a stunning game - but it's so far from what I can do at the moment that I just give up.
Luigi
17/03/06 @ 20:44
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Sonic is dead since the 16 bit days... the last great Sonic related game was Sonic 3D.
absolutezero
17/03/06 @ 22:19
#24
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I bought Sonic Adventure for my Dreamcast today in the Gamestation Buy one get one free deal.

It just reminds me how much Sega have raped the IP.

The other game I got (The Nomad Soul) is scratched to hell. They will both be returned for hopefully something better.




Dude.
SimonM7
17/03/06 @ 23:59
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Playing Sonic Adventure for the first time *today* is like playing Goldeneye for the first time today. Some games age well, others don't. Sonic Adventure was, when it came out, quite excellent. Review scores everywhere reflect that fact, it's just that Sega haven't really done much to improve the mechanics since then.
smelly
19/03/06 @ 11:52
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the last great Sonic related game was Sonic 3D.

No it wasnt, that sucked! LOL.

That said, I never really liked sonic in the 16 bit era, i admit, but I *DID* like both sonic adventures (the sonic bits, not the other characters), and sonic ds (but it got repetitive and dull a bit quick.

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