Video Game Reviews: Latest game finishes the fall of the ‘Sonic’ empire
Oh, how the mighty have fallen. Once one of the most pivotal gaming icons to grace the 16-bit small screen, Sega’s blue, ‘tude-filled speedster was the only console mascot to go toe-to-toe against Mario and leave the’shroom-downing plumber in the dust. Then came the Sega 32X. No Sonic. Then came the Sega Saturn. No Sonic. Finally the ill-fated Sega Dreamcast allowed gamers to experience the first new iteration of the venerated platforming franchise in years, only to discover that the blue blur’s transition to 3-D was less than inspired. The House of Hedgehog has since entered a downward spiral, and not one of the trademark corkscrews that helped set the series apart from other renowned platformers. While Sega continues to put out exemplary titles of the traditional 2-D variety (like the exhilarating “Sonic Rush” for DS), the console-based fare has gotten comparatively worse with each successive title, eventually culminating with the sluggish, gun-toting catastrophe that was “Shadow the Hedgehog.” As the latest entry in the contemporary Sonic library, “Sonic Riders” offers players the same flawed gameplay, lackluster visuals, and surprisingly streamlined presentation that gamers have come to expect from a franchise that has clearly run its course (pun intended).
While it initially appeared as though the game would take advantage of the sardonic hedgehog’s well-known penchant for speed, the introduction of the”air board” concept seems to have slowed things down considerably for this “SSX”-inspired racing game. While the game contains intriguing concepts, like the ability to ride on turbulence created by racers plowing ahead and the utilization of character-based attacks in the same vein as “Mario Kart”, it is plagued by awkward gameplay mechanics and ill-devised racing devices. For example, the game’s characters can only stay on their “Extreme Gear” air-boards if they maintain enough “air” that they might have gained from successfully landing tricks. If a rider fails to maintain the requisite amount of air then they have to continue the race on foot. This gameplay feature is completely unnecessary and is further exemplified by the game’s shallow, simplistic trick system. To perform a trick, the player simply has to move the analog joystick in any direction. While this simplicity was obviously done to accommodate younger, casual gamers and make the game more accessible, this mechanic gives the player the impression that they are not in control of their rider.
Taking advantage of the same ability based distinctions established in “Sonic
Heroes” (Speed, Power, Flight), the courses in “Riders” are appropriately varied and range from futuristic cityscapes to ancient Bablyonian ruins. The absence of the series’ signature loops and corkscrews is rather disappointing considering the ample opportunity for such inclusions in a racing game and this, along with the shoddy nature of the game’s tutorial mode, solidify it as a half-baked final product from Sonic Team. Despite the game’s capacious faults, however, it does have some redeeming value in the form of eye-catching FMV cut-scenes and a substantial amount of replayability. There are a number of modes and game types available in the game, including a “Mario Kart”-inspired battle mode. The game also features a number of stock unlockables, including additional characters, boards, and stages. Unfortunately, these extras just serve to further reinforce the game’s emphasis on style over substance and will likely leave gamers with an empty yearning for that sorely-missed hedgehog of yesteryear.
Mack Perry is a critic at the Utah Statesman. Comments and questions can be sent to him at
mackp@cc.usu.edu.