Name:
Sonic Riders - All three nations
Other Names (Nicknames): N/A
Release Dates:
February 21st, 2006 - USA
February 23rd, 2006 - Japan
March 17th, 2006 - Europe
Quality: 128-Bit, 3D Racer
Game System(s): Nintendo
GameCube, Sony PlayStation 2 and Microsoft Xbox
Also released on: N/A
Developer(s): Sonic Team
Character Introductions: Jet
the Hawk, Wave the Swallow, Storm the Albatross, E-10000G, and E-10000R.
Region Game Takes Place On: An
assortment of race tracks across the world.
Concept Introductions: Sonic
Riders itself is pretty much an entirely new concept introduction. Like
the Drift series, it goes off into the direction of a vehicle-utilizing
racer. Except this time, Sonic and co. are behind the wheels (or rather
on the paneling) of Extreme Gear hoverboards. However, there are more
types of Extreme Gear than just hoverboards. There are also hover skates
and air bikes; most of which can only be purchased with rings from the
shop.
Anyway, the most distinguished feature of this particular racing game
is its new innovation of turbulence (which some players find to be more
of a drawback). In Riders, turbulence is basically deposited air from
you and your opponent as you ride along. If you can get your character
caught onto a path of turbulence (which is essentially the same path
your rival(s) is heading) and do some tricks on it when able to, you
can easily catch up. The disadvantage being… your opponent can
ride your turbulence as well, which is why you'll notice it's hard to
get far ahead.
As the last paragraph suggested, Extreme Gear isn't run by electricity,
Chaos Energy, gasoline… not even ring energy. Instead, Extreme
Gear operates on good ole' air. S'ah damn shame we
can't use them here in the states, huh? But yes, Extreme Gear runs on
air, and as you race along, you steadily lose air from your air gauge.
Some types of Extreme Gear consume more air than others, and to replenish
some, you need to do one of four things. First thing you can do to get
some more air is to do tricks off of the trick zones (they usually appear
as ramps) or on a path of turbulence Your tricks are rated from C to
X (C, B, A, AA, S, SS, and X). C and B's are usually given to tricks
that are not landed correctly, while the rest are given to tricks ranging
in quality. An X-graded trick is the best one, but requires a very complex
assortment of tricks while in the air. But on the upside, an X-graded
trick will pretty much refill your air gauge to the top if you're on
your first level.
Second thing you can do is simply run into an air powerup to refill
a bit of your air gauge. Third is to perform the function corresponding
to your character type, a concept resurrected (unfortunately)
from Sonic Heroes. There are speed, flying, and power type characters.
In the end, there is little difference except for what shortcuts they
can take. In pretty much every track, there is 1 or 2 shortcuts for
each character type (lucky for you, the COM barely ever takes them),
usually labeled prior by a floating speed/flight/power monitor of the
accommodating color. For speed characters, there are rails to grind
across. For flight, there are air ride ramps (or sometimes it is required
to do a trick off of a normal ramp) to lead you to ring-shaped accelerators
that sit in the air and boost you to other ones and thus through the
shortcut. And finally, power-type characters can knock obstacles and
barricades out of the way, most likely leading to a shortcut. Doing
these actions gives you a lot of air.
Last but not least, you can dock at one of the Air Pits scattered around
most of the tracks and refill your air gauge. If you run out of air,
your character will revert to tried'n'true running, which, for the first
time in a Sonic game, is a BAD thing. Sounds like quite hassle for a
simple racing game, huh? Not really. If you just keep an eye on your
air gauge and use your air boosts (temporary boost of speed; consumes
a lot of air) and air slide (blasts a jet of air out of one side of
the vehicle to maneuver sharp turns effectively) sparingly and with
restraint, you'll be fine. And plus, if you level up your character,
especially to level 3, your air gauge will increase to the max, giving
you a lot of room to take home the gold, especially since it gives you
more chances to boost and attack your opponents. Leveling up, by the
way, requires good ole' rings. 30 gives puts you to level 2, and 60
to level 3.
Another concept intro is that this is the first Sonic game that has
playable characters outside of the Sonic series (though, they
must be unlocked): Nights from the cult favorite Nights into Dreams,
Ulala from the pop culture hit Space Channel 5, and AiAi from Super
Monkey Ball. Lastly, Eggman is finally given his own official company:
Robotnik Corp.
Concept Deductions: Of course, with the introduction
of a different game genre comes the deduction of a lot of the features
of the main game genre. Checkpoint markers, special stages, zones, loops
and what not are all gone. However, rings and ring and magnet shield
powerups are still around (of a similar shape as SA and SA2's powerups,
no less). Chaos Emeralds are obtained throughout the story instead of
through Special Stages. Of course, the biggest concept deduction in
general is that the game, although it may utilize it, does not focus
around running but instead using Extreme Gear.
Storyline: (Taken
from the manual.)
At midnight
one evening in Metal City, Sonic and friends uncovered a valuable Chaos
Emerald. As they stood admiring it, a mysterious trio on floating Extreme
Gear appeared out of nowhere and snatched the precious gem. As they
raced away, one of them dropped their airboard and Sonic jumped aboard
to pursue the thieves. But unaccustomed to riding, he lost his footing
and the they got away.
Later, as Sonic
and friends gathered in Metal City plaza, they were interrupted by Dr.
Eggman speaking from a giant building monitor. "I've put together
a little extra something to spice things up! I call it the 'EX World
Grand Prix!' A tournament to see who is the best of the best with Extreme
Gear!" Eggman stated.
Sonic groaned
with disdain… "Eggman again! Just what is he up to this
time?"
At that
moment, the three mysterious Chaos Emeralds thieves appeared as top
ranking entrants on the monitor and Sonic's attitude changed. "The
EX World Grand Prix, huh? Let's do this!" Sonic said confidently.
Sonic's
mind was made up. But just what is Eggman really planning? And who are
the three mysterious characters?
Personal Criticism/Opinion:
Whew,
when I wrote this, all I had left on Sonic Riders was to earn some rings
and buy out all of the rest of the Extreme Gear in the shop. Otherwise,
I've unlocked it all and pretty much wiped the game clean… so
what a better time for a review than at that point, right?
Sonic
Riders was definitely something that surprised many fans, since before
its initial announcement, it was floating around as a full-fledge sequel
to Sonic R. (Which many fans, for some odd reason, still think that
is what it is.)
But in the end, Riders is far from it. Personally, I think the airboard
concept is pretty neat. Especially since they go so indepth with them
by giving them a name (Extreme Gear), gimmick, and purpose. I mean sure,
they'll only get you up to 260 MPH tops as opposed to the supersonic
speeds we're used to with true blue in the ole' Zones, but come on.
But probably,
the most impressive thing about this game is its difficulty. Since its
release, Sonic Riders quickly grew controversial because of how hard
it is and the seemingly cheap AI. Most like a good challenge, but considering
all of the unlockable goodies in this game, you probably want to get
at the prize nice and quick. Let's put it this way, if you want to unlock
it all, you WILL grow impatient and irritated many, many times with
how many times you may have to restart the race or mission. It's one
of those games where a lot of the time, you'll need to make everything
PERFECT. But yes, Sonic Riders is definitely one of the more difficult
of the second-generation 3D Sonic games. If not that, then it is the
most difficult. Maybe not time consuming, but most difficult.
In story mode
on most of the final races, it is true that the AI is just a bit cheap
since you'll notice your main rival is going through obstacles much
faster (even ones you have no control in) and catch up to you unreasonably.
Most of the time, however, it's not the cheap AI. It's because your
rival is riding your turbulence. The best thing to do is to slam the
trigger buttons to release a tornado behind you and whip their ass into
shape.
Alone, Sonic
Riders is a pretty innovative title. But this is to be expected since
Knuckles' creator, Takeshi Yuda was the mastermind behind this title
(thus it's lack of suckage in comparison to the abominations made by
Iizuka lately). It basically raises the bar for the racing genre, and
in spite of the major new features of questionable integrity, it is
still fun as all get out. If you grow to like Sonic Riders, odds are,
you'll form an addiction until you unlock everything there is to unlock…
which is a lot, especially the excessive playable cast of 17.
As usual, the
voice acting blows ass. The worse part is, I really wish I could use
the excuse that all video games have sucky voice acting… but Sonic
games are different — they have corny lines and crappy voices
to go with it. Most of the time, the only problem is the acting. But
for Sonic games, the script and acting is bad. As far as the voice acting
goes, this game is pretty much on par with Shadow the Hedgehog: same
corny lines, same voices. Though, this game is pretty funny since there
is a lot of comic relief in Riders, and believe it or not, some of it
will give you a bit of a chuckle.
But in the end,
the voicing in Riders is a just a tally better than Shadow the Hedgehog.
Not enough to make it stand out… just a bit. It's mostly Jet's
voice that is the vomit-inducer, which leads me to the new characters.
One thing that is impressive about the Babylon Rogues, as they are called,
is that they are the first birds since Bean the Dynamite to show in
a Sonic game. And they are the first birds, period, to show in the second
generation of Sonic. Other than that, they were made mostly for the
story and don't seem to have a future in any Sonic games of the platformer
persuasion. Jet, Wave, and Storm will probably be restricted to the
Riders series (which Yuda has already said there will be Sonic Riders
2 and maybe 3).
Me, I've always
had a taste for the flamboyant and dynamic character. But Jet's voice
promptly killed off the chances of what I thought would pretty much
be an automatic interest in the character. I swear, he literally
sounds like a more masculine version of the cliche squawky parrot voice.
I mean, what the HELL is that? The Japanese VA sounds pretty damn good,
so at least that makes up for how bad the acting is (yes, the acting
is still bad in both languages). But man, Jet's English voice just SUCKS.
You'd think they'd look for a more serious and, well… how do I
say, umm, cool voice for a master thief and extreme
hoverboard expert. But nope, Griffith just kills it. Stick to Sonic,
Jason… you suck as him too, but it's tolerable.
As a character,
like I said, Jet is neat. He is lazy, rude, double-crossing, and arrogant.
He's obviously the showcase of the Babylon Rogues since he is all extreme
and flamboyant with how he rides his Extreme Gear or how he backflips
onto it when the race starts and what not. He's also the best at doing
tricks, so he's a good character to use in that department. Overall,
everything about Jet is pretty cool and original… but his voice
kills it for you if you are a die-hard English translation gamer.
Wave stirred
a tinge of controversy since her bio on the English Sonic Riders gamesite
said she, like Tails and Eggman, is a mechanic and her skills surpass
both of theirs. But that little problem was easily fixed in the manual
since it says her skills surpass theirs only in the field of Extreme
Gear. Wave is the brains behind the Babylon Rogues and is responsible
for building the boards they ride on. Her voice is pretty good, and
is basically a more tomboyish and cooler version of Blaze's. Out of
the new characters, Wave's voice is probably acted the best, so she
has that advantage. As for her personality, she has the snappiness and
temper of Amy but with the subtle yet so obvious air of arrogance that
Rouge has… except, like her partners, she is also very rude. You'll
get used to her wailing on Sonic and friends' Extreme Gear.
And in the end,
Storm is the one I like the most. As Jet's right-hand man, he is very
loyal to the boss of the Babylon Rogues. You'll probably like Storm
because he has a lot of character since he grows flustered a lot if
he makes a mistake and will usually become very submissive at the drop
of a dime even if a second ago he was acting all tough and intimidating
(which he definitely can be). His voice is pretty cool and real brawny.
It's not nearly as bad as you think. Better than Jet's, that's for sure.
As for E-10000G
and E-10000R, I think they were completely and totally unnecessary.
Not only do they look very uninteresting and have absolutely NO purpose
in the storyline, but overall, they're just very… redundant additions
to the game. The cast would still have been excessively high and the
plot unchanged if they weren't there. Or they could've been replaced
with one of those resurrected scrappees that all of the freakin' fans
want instead of having to once again add to the endless Sonic character
list.
But overall,
the cons of this game are heavily outnumbered by the pros. You get awesome
unlockable characters, a pretty cool set of new characters, and most
importantly, a very fun, very addicting, and very, very challenging
Sonic racer. It's money well spent.
Let's see some GAMER'S PERSPECTIVE:
Replay value? With 10 unlockable characters, over 25 types
of Extreme Gear that need to be bought or obtained, 100 missions (which
you are ranked on, no less), and a very fun gameplay, Sonic Riders has
very good replay value. But once you get it all, you're bound to put
it down for the count.
Graphics? The in-game graphics are the same as any normal 3D
Sonic game. However, the models are freakin' stupid. They could've pulled
off this extreme look just fine without having to further intensify
the Sonic characters' already exaggerated proportions. And once again,
they got the horrible gloss thing going with the character models. When
will they learn to stop that? Bringing back texturing on the models
like in Sonic Adventure 2 will work JUST fine. The FMVs are very impressive,
though. A notch behind Shadow the Hedgehog's, in fact. Much better than
Heroes, not as good as Shadow the Hedgehog. Shadow the Hedgehog's were
more crisp and the textures were obviously much more well-done. Overall,
as far as graphic quality goes, this is the second best of the second
generation of Sonic.
Music & Sound Effects? Of course, I'd love the Sonic Riders
OST since it is very techy. As for your taste in it, who knows? Pretty
much the entire OST is techno, trance and club music with the mere exception
of the themed race track songs and of course the two main themesongs.
Ultimately, it's very catchy and fitting for the game genre and all
of the features it utilizes.
Storyline? Quite indepth and detailed for a racing game. It
may not be good as what you'd see in SA or SA2, but this is still only
a racing game. That negates the need for a good storyline. But what
I am saying is, as far as racing game storylines go, this one is pretty
damn decent and is also the first Sonic game since Sonic 3D Blast to
add a new terrestrial body of land to the Sonic universe.
OVERALL RATING? I rate Sonic Riders as a 8.8/10