Name: Sonic Riders: Zero Gravity (US and Europe), Sonic Riders: Shooting Star Story (JP)
Other Names (Nicknames): None
Release Dates:
January 8th, 2008 - North America
January 17th, 2008 - Japan
February 22nd, 2008 - Europe
Quality: 128-Bit, 3D racer
Game System(s): Nintendo Wii/Sony PlayStation 2
Also released on:
N/A
Developer(s): Sonic Team UGA division
Character Introductions: SCR-HD, SCR-GP, Master Core: ABIS
Region Game Takes Place On: Molecurpea "The city of the future" and various surrounding areas.
Concept Introductions:
Very similar to the original Sonic Riders but with added gravity
manipulation! Instead of the air system used by the original Sonic
Riders, Zero Gravity introduces a gravity system courtesy of the Ark's
of the Cosmos worn by certain characters (However, considering there
are only 5 Arks of the Cosmos, the units utilised by those who do not
have an Ark of the Cosmos are total mysteries).
Much like air in the
previous installment, gravity can be manipulated in order to make sharp
turns and boosts ("Gravity dives"). Gravity points (Or "GP" as it is
abbreviated as) is, as with air, moderated by a bar that is filled up
upon successful tricks but this time, one can maintain their GP as it
rapidly diminishes during gravity diving by performing "Meteor bursts"
off of course debris (When one collides correctly with course debris in
order to boost off of)
New types of Extreme Gear are also
introduced; Yacht-type and Wheel-type gear. The Yacht type is capable
of allowing any compatible character to fly and is capable of drafting
opponents whilst the Wheel-type bestows power upon the rider and is
capable of performing sharp turns and subsequent short bursts of speed.
Gear-upgrading
works differently this time around. Out with the level system from the
first Sonic Riders and in with the new upgraded Gear change system.
Changes vary between Gears as some can have as much as 3 gear changes
and some don't have any gear changes at all. Each character's default
ones have access to their Riders' ability type at level 2. This means
that you can't just spam your grinding/flying/power....ermmm...powers
from the offset as you could in the first Sonic Riders. Nope, if you want these powers on the default Gears
or on the Gears with the parts, only ring collection and susequent
morphing of your Gear will allow you to access them unless the gear has
a specific ability power
from the offset (I.e Skate type gear
can grind as a standard). Also of note is that the flight type and
power type transformed gear looks a lot different to the standard
default flying/power gear in the first game. They look arguably cooler,
such as the flying type gear morphing into a cool-looking machine that
looks not too dissimilar to an altered jetski and the power type gear
looking much like a motorbike. The morphed power type gear only looks slightly different to the power type in the first game.
There are three new item boxes:
The Colorball, the GP Boost and the Parts Lock capsules. The Colorball
capsule splatters your screen with different color paints, giving a
slight disadvantage temporarily as it becomes harder to see what is
going on. The GP Boost increases the GP gauge by a random amount and
the Parts Lock capsule has a negative effect on the rider who breaks it
open by freezing and therefore deactivating the Gear's parts as well as
negating gravity manipulation.
There are some differences for
Gear that were in the first Sonic Riders that considerably improve
them. Take the Gambler Extreme Gear for example. It's gear changes now
allow it to carry a maximum of 250 rings as opposed to the paltry 100
in Sonic Riders. That means a nice 500 ring reward for getting first
place on a Gambler with the maximum 250 rings.
SEGA characters
outside of the Sonic series also get a look-in. NiGHTS returns and
he's/she's/it's brought back some SEGA pals such as Billy Hatcher
(Billy Hatcher and the Giant Egg) and Amigo (Samba De Amigo series).
On
a minor yet interesting note, it appears that Sonic's world actually
has two moons, as shown in the sky outside the Crimson Crater course.
Concept Deductions:
As mentioned before, the air system is cut and replaced with the
gravity system. No big loss really because although turbulence riding
is still present in this game to an extent, it was little more than a
hinderance rather than a help in the prequel and it's nice not being
consistently penalized just for riding a gear with constant air gauge
drainage. Along with the air system goes the Tornado attack.
Attacking
during a dash is removed as well, the only way of utilising a
character's unique attacking ability being by being lucky and breaking
open an "attack" item box. However, the surprising rarity of an
"attack" item box is made up by it bestowing the additional capability
of using springs that offer shortcuts through the course, whom of which
cannot be utilised in any other way. This is a good addition in
accordance to handicap as attack item boxes are rarely bestowed upon
Riders in the lead and more commonly bestowed on Rider's lagging
behind, giving those who lag behind a decent and ample opportunity to
catch up to the leaders.
The character's AiAi, Ulala, E-10000R
and E-10000G get removed. Good riddance to the robots for they were
always pretty lame and it's not so much a loss for AiAi and Ulala to be
scraped considering other SEGA characters take their place who are
arguably cooler.
Storyline: A good few months after the
previous Ex World Grand Prix, a number of mysterious shooting stars
impact the planet. One of these so called shooting stars crashes into a
MeteorTech-run facility in the middle of the desert, causing an uproar
amongst the security robots within and a subsequent rampage. News of
the robot's rampages all over the world reach the ears of the world
famous Team Sonic one morning from the car radio during a drive towards
Megalo station through a part of the "city of the future" Molecurpea.
One night previously, a meteor fell outside one Miles "Tails" Prowers
house and awoke the young fox. nevertheless, he kept the meteor and
gave the ring-shaped rock to Sonic to inspect the next morning.
Upon
finally entering Megalo station, the trio is attacked by the rampaging
security robots mentioned on the news for unknown reasons and in the
effort to desperately escape, the car (or what's left of it to be more
precise) plunges nearly 300 storeys along with Sonic. Who unlike
Knuckles and Tails, cannot fly. Luckily, his fall is broken by an
anti-gravity field generated by the meteor he holds and the 3 succeed
in escaping away from the station and the murderous mechs.
Personal Criticism/Opinion:
My personal liking of the game aside (For i've always liked the Sonic
Riders series), It's too darn short! Anyone who even has a decent grasp
of the first Sonic Riders will clear both story modes with only minimal
effort in a pretty short amount of time. There are only 6 courses (7 in
the Babylon story) in the Hero side story and none of them are
particularly large or hard to traverse for the mildly seasoned Sonic
Riders player.
Sonic Riders: Zero Gravity also seems to have
Identical-stageritis like it's predecessor albeit in a considerably
less severe form this time around. Similarities in overall course design in
both Hero and Babylon stories are undeniable but originality in terms
of obstacles and layout between similar stages just about justifies it.
Course design similarity definately isn't a 'fatal' problem by any
stretch but it would have been nice to see stages that are entirely
unique to each story without sharing design similarities. Though Sonic
Riders: Zero Gravity is definately far better course design and
layout-wise than the original Sonic Riders ever was.
On top of
my personal negative criticism is Super Sonic. Oh lord how he sucks! No
lessons have been learned from Super Sonic in the previous game. In
fact, he's far worse! For the amount of effort most would have to put
into unlocking him along with his previous lameness in Sonic Riders,
you'd think Sonic Team would give us an even halfway decent Super
Sonic. But no. The only good thing they have done is removed the ring
dependence just for being Super. For convenience, I will list what is
so broken about him:
- His top speed hangs around a paltry
150-160 on average. This is without his dash ability, going in a
straight line on even terrain. It doesn't help that, yet again, Super
Sonic is confined to the Blue Star Extreme Gear. I don't know why Sonic
Team are so insistent on giving Super Sonic the Blue Star as his only
board because i'm sure Super would at least be more interesting if his
powers could be utiised in tandem with other boards' Gear Change
abilities.
- He uses extreme amounts of rings for basic
gravity-utilising manoeuvres. If you use your gravity actions, your
rings get sucked dry at a totally unreasonable speed. Granted, this is
eased somewhat by his gear changes that bestow increased ring capacity
and the ease in collecting rings once his magnet shield is activated as
a Gear Change but in my opinion it takes too long to satisfactorily
gain enough rings to comfortably utilise gravity actions early on in
the race.
- His flying and grinding ability is removed. The
exception is his power ability. And yet for the record, he is only a
power type once he has activated his dash ability.
- When his
primary ability is activated upon the collection of enough rings (A
kind of dash whilst enveloped in a blue aura), it drains around 2 rings
per second it is activated, it cannot physically attack other Riders,
it cannot utilise spring shortcuts (Which is farcical as any other
character's attack gives them the ability to utilise springs) and it
is only marginally faster than Super Sonic's usual speed. This ability
is definately defined as Super Sonic's main method of "attack" because
an "attack" item box will give him this ability. And yes, even when it
is temporarily gained from an "attack" item box, it still has the
attributes of Super Sonic's primary ability, confirming it is his
attack even though it isn't strictly an "attack" by any definition of
the word except perhaps for the pathetic speed increase. Even worse,
once your rings run dry, you're going to have to wait until you
collect another 60 before the ability kicks in again. To be fair, the
developers probably intended it to be a form of increased speed
only.
But when the speed increase is so poor along with no attacking
capability one would expect by the steep ring requirements and Super
Sonic's status as an "all powerful character", it makes you wonder why
they bothered.
The controls can be an issue as well. They are
very intuitive if you've played Sonic Riders before when you play it on
a Gamecube controller but when you play it on a Wii remote, throw any
true semblance of complete control out the window because only the most
devout Wii Remote user will be able to control Sonic and co on Extreme
Gear with anything close to precision and even then, that's only if
they even got that far without being frustrated initially by the
looseness. And yes, this is with both the Wii Remote sideways and
upright position configurations. I am a self-confessed Sonic Riders pro
and still can't use the Wii Remote with anything close to decency, so I
personally always use my Wavebird, in which the controls are easy to
get to grips with. The controls are so loose and hard to get to grips
with with the Wii Remote that the game can be pretty unplayable using
the Wii Remote alone for a large percentage of people. I'm not saying that the Wii controls can't be mastered because they certainly can, but they aren't intuitive and that is a turn-off when it comes to controls that offer a less steeper learning curve.
Let's see some GAMER'S PERSPECTIVE:
Story?
The story is pretty basic but good. Undoubtedly the most interesting
facets of the story involve the Babylon Rogues. I just find it quite
interesting that by the end of the story, its revealed that the Babylon
Rogues are in fact an extra-terrestrial race. Ok, maybe it's a bit
confusing considering that in the first Sonic Riders, the Babylon
Rogues were shown to be descended from genies (Space travelling genies?
Eh?) and I'm definately not the only one who was bewildered by this. On
another note, it is very interesting that Sonic's world and it's
universe has sentient extraterrestrial life and highly intelligent life
at that. That's not forgetting that there is at least one other planet
in Sonic's universe that can support genie life at least. Another
interesting note is that this game is the first to show that Sonic's
world/universe has two planetary satellites as shown in the sky outside
the Crimson Crater course.
Also, that race had apparently
immense technological prowess, given that they crash-landed on Sonics
world in the distant past in a
highly advanced spaceship and
were travelling the cosmos beforehand. Let's also dwell on the fact
they crash-landed, quite possibly unintentionally. And wished to get
back to their home planet. This implies to me that their planet was far
better than earth ever was and inspires imagination as to what this
planet was actually like. The story from both Sonic Riders games
interestingly reveals the woes of the Babylon race in somewhat tragic
detail. From their crash-landing on earth, their wishes on shooting
stars (Thenceforth birthing that tradition) to their evolution from
genies and to the crimes that led to their spaceship/garden being
buried within the earth after they left it in orbit with intent,
dashing to pieces their ultimate wish. But that's what you get for
being kleptomaniacs and criminals.
This might even support the fact that other species on Sonic's world
could
be extraterrestrial in nature and that (To me at least) is pretty
fascinating. It would even perhaps lend support and credence to the
fact that Sonic characters can survive extremely harsh environmental
conditions and their obvious and often vivid contrast to the humans that inhabit
the earth in the games.
That said, the rest of the story serves it's function well.
No one really gets any considerable character development by the end
except for mildly compelling expansion on what was already a part of
their character. For instance, Storm is still the ever-so-lovable super
loyal right-hand man to Jet who gives the best comedy, Wave has a lot
less bi***-factor to her after the events of the first game but still
has that snide edge to her, Jet is more inextinguishly competitive
(Give props to the man, er, bird) and Eggman is still as slippery and
decieving probably a bit more so than he has been in the past.
As
for the heroes, some more interesting aspects were given to them. If
you ask me, it's pretty cool how Knuckles is bi-lingual at least, as he
can translate the ancient language of Babylon. It adds to his...how do
you say...finesse as a treasure hunter. Sonic hasn't really changed but
it is mildly interesting how he responds to Amy when she's
"embarassing" him in front of the other guys in the Botanical Kingdom
as she mentions their love. It's like there's something there. Of
course, that might be just aloofness but his tone in both language
tracks doesn't imply that. Tails is just as intelligent as always which
is a good thing.
Replay value? Very high given that there
are many missions to master, many Extreme Gear to be bought and tried,
many characters to experiment with and such. Sonic Riders: Zero Gravity
glorifies in the customisable and that adds expotentionally onto it's
lifespan. That is, if one can actually be bothered with all that stuff.
Sonic Riders: Zero Gravity Wii version also has an interesting Wi-Fi
option. It has a World Leaderboard that allows players with Wi-fi to
upload their performance. The best course times get put on the World
Leaderboard and other players can download the ghost from said
performance to compare to on the course.
An option to race others on Wi-Fi would've been excellent if implemented but it wasn't. A great pity.
Graphics?
The character models this time around, whilst being extremely
similar/practically identical to Sonic Riders' character's models, seem
to have diminished polygon counts (I'm only judging the Wii version
here by the way as I have no aquaintance with the PS2 version) which
results in Knuckles having very spherical fists and Sonic looking more
and more like a beanpole. Everytime I see his forearms I think
'Popeye'. Sonic Riders' character render stylings always had even
greater exaggeration of already odd Sonic character bodily proportions
and the diminished polygon count does no character a favor. However,
the Sonic Riders models are otherwise blessed with well rendered, if
comical and occasionally odd arrays of emotion.
The graphics
of in-game courses are lovely but nothing that particularly pushes the
boat out. They are functional whilst looking rather nice. Of particular
note are the sumptuous water effects used in the Aquatic Capital and
Tempest Waterway courses. I swear that after playing that course,
you'll honestly feel refreshed as though you've had a dunk in water
yourself, with the water splashes on the camera and the waterfalls
casading from buildings as well as entire streets being waterlogged and
even waterslides. The FMV's are a definately step-up from Sonic Riders'
FMV's with even greater attention to detail. In fact, the attention to
detail can be so incredible that I even found myself picking out the
little details, like accurate reflections in lenses (I.e Eggman's),
highly realistic detailing such as cotton/material texture on gloves
and shoes, even near photorealism on explosions, clouds and shards of
glass and debris. It's certainly not as impressive as, say, the FMV scenes in SONIC the Hedgehog (2006) but it's certainly lovely to watch all the same and they show the utmost attention to detail.
Music & Sound Effects? A definate
plus is the music. I found myself putting a good few tunes on my MP3
player. The style is not too dissimilar to it's predecessor which is
all good and well because a futuristic-styled game with frenetic
airboarding action naturally screams out for upbeat and well-composed
repetitive beats in the vein of techno and trance flavors and
thankfully, Sonic Riders: Zero Gravity pulls it off with style. I don't
know about you, but there's something vaguely groovy about listening to
a cool part of a level's music that (sometimes boringly) loops until
you activate Gravity Dive, listening to the SFX that occurs as the
music momentarily pauses whilst your rider orientates for the Gravity
Dive then hearing the music immediately start at the chorus as the
rider finally activates their whoosh of sudden acceleration. It's
honestly pretty cool that the already rather lovely music is used like
that, it's almost as if the music has it's own unique 'character', like
it's an entity all by itself along with the stage it plays to.
However,
for all the creative use of the music, there's still cases of recycled
music not quite suiting very few stages. Case and point? Tempest
Waterway and Astral Babylon. The serene and somewhat graceful Aquatic
Capital theme "Aquatic Time" does not suit the stormy, grey-skied
torrential setting featured in the Tempest Waterway stage and the
chaotic nature of the music featured in the Mobius Strip course does
not really suit the calmer Astral Babylon. Which leads this reviewer
into somewhat believing that music is often given considerable priority
to one variation of a stage over the other or that plainly, Sonic Team
don't really care about giving similarly designed yet vastly
characteristically different stages unique music that suits it. Like
the indentical-stageritis, this isn't a fatal problem at all, neither
is it an important one but come on, it doesn't take a lot of effort to
make a characteristic alteration of one piece of music for either stage.
OVERALL RATING?
I personally give Sonic Riders: Zero Gravity an 8.3/10