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Sonic Riders: Zero Gravity

#1 User is offline Shade 

  Posted 09 January 2008 - 07:42 PM

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I just picked the Wii version of the game up today, having enjoyed the first Riders after coming to grips with its steep learning curve. It was a flawed racing game with some neat ideas and a unique style. So how does Riders 2 stack up against it?

After playing through it, I can safely say that Sonic Riders 2, is a marked improvement on the original game. The controls feel more tight altogether. Jumping/tricking has been simplified, for better or for worse. In the first game you had to hold and charge your jump prior to hitting the ramp, and depending on when you released it, combined with how much power you had, would determine how far you would go. Tricking either forward or upward would also contribute to how high up or far you went in your air time. This was the main mechanic used for finding shortcuts. In Riders 2, you do not charge your jumps. You simply press jump as you hit the ramp, and your air time/tricking will vary depending on your timing. Easier and simpler for sure, but I miss the complexity and satisfaction of the jumps in the first game, myself.

The rest of the additions and changes are definitley to the game's benefit. The original riders was intensive on you navigating sharp turns by doing a sort of powerslide-boost. You would hold a shoulder button to initiate a slide, navigate the corner, and then release the slide to boost out of it. It worked, but it was implemented in such a way that it was pretty difficult to get the hang of. This game nixes it in favor of a much more effective, and more satisfying, gravity turn. As you approach a sharp corner, pressing the button will slow down time (with a satisfying sound effect and muting of the music), allowing you to quickly turn the corner and orient yourself into the direction you want to go, whereupon releasing it will slingshot you in said direction. Simultaneously, the music will blast back into high gear, and any objects in the vicinity will be thrown every which way by the resulting gravity-blast thingy. It is ultimately easier to execute than the first game's slide-boosts, and is immensely more satisfying. No complaints here.

As the first game's gimmick was air, this one's is gravity. You have a couple gravity based moves at your disposal, like the afformentioned sharp-turn navigating technique. This same technique can be executed in midair, and is key in finding shortcuts. Say you hit a ramp, and in midair you see a high road you cant quite reach. Activate your time-slower-downer, Turn towards it, and slingshot yourself right onto it. You can even do this onto roads that are suspended sideways! (like a wall ride of sorts).

There are other gravity inspired shenanigans as well, such as a boost. You will momentarily stop as the colors invert wormwhole style, charge up, and then blast the fuck off in whatever direction you are oriented it, destroying objects in your wake and even wall riding on now-floating objects, and it will last until you either let go of the button or run out of gravity points (obtained by tricking).

Another welcome change due to the gravity gimmick is that your gear no longer runs off air. In the first game, you had to constantly be tricking and collecting items to keep your air gauge full, otherwise you were grounded on foot until you found more. This is not an issue in Riders 2.

The game features a story mode, complete with cutscenes and bad voice acting as the first game did. So far, the deal is these metallic rings seem to have dropped onto earth, and subsequently MeteoTech's robots go crazy, not heeding command, and relentlessly pursue these rings. As it happens, Sonic and his pals have stumbled onto one of these rings, and shortly discover their gravity-defying abilities while escaping the pursuit of these robots. Deciding that they are pissed off about being chased everywhere, it's off to MeteoTech to find out what the deal is. I'm sure the plot will twist and turn and all that good junk. I haven't got far into it, so I will leave the rest to the imagination (or for the player to find out).


Additions aside, the game features the core mechanics of the first game, though some are slightly different; Power, Speed, and Flight classes, each with specific abilities and reachable shortcuts. You can level up your gear real-time by collecting rings. For example with Sonic, your first set of rings will activate your grind ability, then your max speed, etc. Other times it will transform the gear into something else, like a bike. You can choose when, or if, to initiate the upgrades, since this time around you have to press a button to activate the upgrade. Overall, the additions and changes benefit the gameplay, and everything else has been tuned up; for instance, grinding no longer requires you to press jump a second time to connect to the rail, and it is easier to connect in general.


The wii version exhibits motion controls (horizontal or vertical), as well as the option to go with a gamecube controller. The motion controls function, but the gamecube controller will give you the most precision, by far, and I highly recommend you play through the game using those.


The music so far, as with the first game, is nothing to write home about. Nothing memorable, but nothing offensive or intrusive. They are suitably uptempo, techno inspired tracks that match with the futuristic, high speed theme.

The Graphics get the job done as well, but are relatively underwhelming. Perhaps moreso than the first game. Some areas looks relatively muted and bare bones insofar as textures go, and not as crisp and vibrant as the first game, though the game features interesting and eye catching art direction nonetheless.


As I understand it, the game features twice the amount of tracks (8 worlds, 2 tracks to each) and characters (Blaze, Silver, and even Billy hatcher join the fray), and of course there is plenty of extra gear to buy and obtain, and some courses and characters to unlock. So there is plenty of gameplay to be had. The tracks for the most part are well designed and interesting, with plenty of shortcuts to be had. The wii version benefits from wifi by uploading your ghost data and rankings to the zomg internet. however, online play is not present, which is a big letdown.




Overall I would rate the game a 7.5/10. Raise that to an 8.5 if you liked Riders.


I would probably put the original at about a 6.5. The sequel is definitley more solid, is a blast to play, and exhibits enough changes to make it worth checking out. It is pretty much better and more fun to play than the original.

It may not be your bag of tea, however, and is not too radically different from its predecessor. So I would recommend a rental before anyone drops 50 bucks on it. however, again, if you enjoyed any aspect of Riders, it's sequel features enough changes and improvements to warrant checking it out. It's not about to endanger, say, Mario Kart, but this spinoff series has enough style and unique gameplay to warrant a look-see. When you get the hang of the learning curve, there is plenty of fun to be had.
This post has been edited by Shade: 12 July 2008 - 12:44 AM

#2 User is offline Heran Bago 

Posted 09 January 2008 - 08:03 PM

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4kids voice acting? New characters?

Is the CPU as gay as in the original?


I'll actually try this. WiiKey clone lol.
This post has been edited by Heran Bago: 09 January 2008 - 08:04 PM

#3 User is offline Tweaker 

Posted 09 January 2008 - 08:08 PM

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It doesn't sound absolutely horrible. Is there a rip of the soundtrack around yet?

#4 User is offline PC2 

Posted 09 January 2008 - 09:27 PM

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I love how nobody can seem to get over the 4Kids VAs even after almost 3 years.

I too would like to hear more of the music in the game. My only slight concern at this point would be the difficulty level. Is it too easy, or about the same as the original? Your comment about the graphics also gives me a slight WTF-feeling in the back of my head - the Wii is supposed to be a step up graphic-wise - it's like a complete given. I probably won't be getting this anytime soon either way because of lack of cash and transportation, but I would at least like to know for future refference. Good review though, so far it's the only one I've seen for this game. You know, considering it just came out. :P
This post has been edited by PC2: 09 January 2008 - 09:29 PM

#5 User is offline Shade 

Posted 09 January 2008 - 09:35 PM

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View PostPC2, on Jan 9 2008, 06:27 PM, said:

I love how nobody can seem to get over the 4Kids VAs even after 3 years.

I too would like to hear more of the music in the game. My only slight concern at this point would be the difficulty level. Is it too easy, or about the same as the original? Your comment about the graphics also gives me a slight WTF-feeling in the back of my head - the Wii is supposed to be a step up graphic-wise - it's like a complete given. I probably won't be getting this anytime soon either way because of lack of transportation, but I would at least like to know for future refference. Good review though, so far it's the only one I've seen for this game. You know, considering it just came out. :P

The music has more instrumental elements than the techno-filled first game, maybe even a tad orchestral, but again nothing memorable. It works just fine with the game, however. What IS cool is the music seems to be context sensitive, and switches to different parts depending on what is happening. For instance, when you go into a gravity slide, it slows into a huge ambient, muted rush, and then when you blast out of it, it switches to a full on crescendo. And it seems to switch to a different part of the song each time this happens. Very neat touches, that make the game feel much more satisfying.

I kid you not about the graphics. Keep in mind the only other system this was released for was the PS2. They're nothing you'll want to stab your eyes out about, but the majority of textures graphics are quite muted and dull. Most look like they'd be at home on an average dreamcast game. however, the level art is as good as ever, and taken with how fast you will be moving, makes for an ultimately visceral experience (Aqua Capital or the Nightside Rush in particular exhibits some thrilling visuals). however, overall they don't seem on par with the first game. It's just not as crisp looking.

As for difficulty, I'd say you're looking at the first game's difficulty, though I personally don't think the AI is as cheap in this one. It is a sufficient challenge. The challenge is more about getting to know the tracks, and how to navigate them effectively.

Oh, and the jab at the VAing was kind of offhand. The 4kids cast has been somewhat improving with each game, and this is no exception. Most of the voice work is decent. It comes down to preference I suppose.

On a side note, the story is quite good so far, considering its a racing game.




EDIT: I have raised my score to a 7.5 (8.5 if you liked Riders) after playing through it; this game is a marked improvement over the first, and is an absolute blast to play.
This post has been edited by Shade: 10 January 2008 - 10:39 PM

#6 User is online Dark Sonic 

Posted 09 January 2008 - 10:01 PM

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Now what I don't get is how the hell are the graphics WORSE then the same game that came before it? Couldn't they have just used the models from the first game if this was the case?

#7 User is offline Shade 

Posted 09 January 2008 - 11:46 PM

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Alright, cleared out the game (and changed my rating of the game). You do, of course, unlock a plethora of missions for each track after completing story mode.

The unlockable courses are 80s boulevard and 90s boulevard, which are kickin' rad (one takes place in the day, one at night). Though their proper name should be Product Placement Boulevard. Somewhat akin to Sega Carnival/Illusion from Riders: basically a city with a literal fuckton of Sega billboards, arcades, trucks, posters, plushies, memorabilia and paraphernalia advertising literally every game and console they've put out over their career. Very cool looking. Feels like walking down an arcade street in Tokyo or something. It is quite a sight to behold, really. As with the Sega stages from the first game, these are super nostalgic; playing through it makes you feel warm and fuzzy :3

Oh, and Mobius Strip. (cue the canonical freaks)

Don't get excited, it's quite literal. Go look the term up on wikipedia and all will be clear.

Oh, and there is a gear in the shop called "Shinobi". Description even says a famous ninja once wore them. I guess Shinobi was into skating around on rocket shoes at some point in his career.
This post has been edited by Shade: 10 January 2008 - 02:46 AM

#8 User is offline Neo 

Posted 09 January 2008 - 11:51 PM

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View PostShade, on Jan 10 2008, 12:42 AM, said:

The wii version benefits from wifi by uploading your ghost data and rankings to the zomg internet.

Jesus Christ. That's the only reason why it bears the Wi-Fi logo? What a great opportunity put to waste.

View PostPC2, on Jan 10 2008, 02:27 AM, said:

I love how nobody can seem to get over the 4Kids VAs even after almost 3 years.

Bad voice acting != 4Kids VOs. Sonic Adventure arguably had the worse dub job of all Sonic games.

View PostDark Sonic, on Jan 10 2008, 03:01 AM, said:

Now what I don't get is how the hell are the graphics WORSE then the same game that came before it? Couldn't they have just used the models from the first game if this was the case?

Haven't you seen the screenshots? The graphics aren't better or worse, they're exactly the same. Which you wouldn't even expect from a sequel on the same platform, nevermind a sequel on a superior (oh shut up) console.

#9 User is offline Lostgame 

Posted 10 January 2008 - 01:22 AM

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Quote

The Sonic the Hedgehog comic book series, based on the video game series, takes place on the planet Mobius. This stems from a mistranslation of Yuji Naka stating that a Möbius strip was used in the video game Sonic the Hedgehog 2.


Wow, that's actually really interesting.

#10 User is offline Shade 

Posted 10 January 2008 - 01:23 AM

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Man turns out uploading global time attack rankings and racing ghosts REALLY increases replay value. Nothing makes your ePenor bigger than beating world records.

That said, I currently hold 2nd place in top global times for 80s avenue, and I believe the top Lap record for Megalo Station. goin' for 1st. I dare you all to challenge me :boxing: If any of you get the game, my rankings name is Shade, obviously.

Man I'm gonna be up all night doing this.
This post has been edited by Shade: 10 January 2008 - 01:30 AM

#11 User is offline GeneHF 

Posted 11 January 2008 - 01:02 AM

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Super Sonic is confirmed back again through the "Chaos Emerald board," just like the first game. Like last time, you need to gold (Extreme) rank all of the missions in story mode, which isn't overly difficult. Anyway, here's what he does and his Gear changes.

JKiii, on GFAQs, said:

I just got Super Sonic! You unlock him just like last time. Get all gold (extreme) rank on all missions. However this time he's a bit different but much better! (unfortunately I can't prove this with a pic....)

Gear#45
Chaos Emerald
stats: all 3 (don't let this fool you!)
Desc: Chaos Emerald, bringer of disruption... Said to hold great power, it shines in Sonic's grasp.

gear shifts

30 rings: Ring Cap UP
40 rings: Ring Cap UP
50 rings: Permanent Magnetic Barrier!


Sonic uses rings just like last time (so tricks are pointless, except during tricks you lose no rings), normal ring consumption is much slower this time (1 ring for 4 seconds) However Sonic starts the race with no rings! Sonic runs when he has no rings, however he runs fast (avg 150) plus he can access the attack up only areas! When Sonic uses any gravity move his rings get severely drained! (10+ per second!) So avoid any gravity moves! Super Sonic can't use any gimmicks (e.g. grinds)

Shortly after Super Sonic gets 50 rings Super Sonic goes into "Dash mode", it's just like his attack but well.... he can't attack or go in the attack up only areas (Speaking of which his attack is as devastating as before!) when this happens sonic goes pretty fast (Avg 180!) During this time, Super Sonic then becomes a Power character and rings consumption becomes 4 per second until dash mode ends (when you run out of rings). Also Super Sonic can't jump except on ramp and half-pipes.

In conclusion, sonic starts off weak but comes out fairly strong, just like last time Super Sonic is hard to master but is not as hard as last time. Super sonic is good in some levels and bad in others, (will post which ones later). Super Sonics weakness are long straightaways with no rings and sharp turns due to gravity ring consumption.

If you need any help on the missions, feel free to ask me I can give you some tips, just one thing, I'm have this for my PS2 so controls will be different.


The lack of picture and the site source itself should bring up red flags for everyone, but it's very accurately detailed. A second verification would be nice.

#12 User is offline Metal Man88 

Posted 11 January 2008 - 04:22 AM

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To be fair, the Voice acting in SA2 has holes. I mean, I've replayed it and counted quite a few moments where the emotion was all out of whack or somebody must have been drinking when they told them to speak like that. (Eggman's response to the Eclipse cannon not responding is sort of phony, but... Deem Bristow is dead, so no point in ragging on that.)

That said, if I wanted good voice acting, I'd be looking in other media. I may rent the game like I did Riders, but if it lacks replay value like Riders did (to me) then it'll probably not get much money out of me. Heh.

#13 User is offline Ritz 

Posted 11 January 2008 - 05:48 PM

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View PostMetal_Man88, on Jan 11 2008, 01:22 AM, said:

Deem Bristow is dead, so no point in ragging on that.

Hey. Hey. Dead people are entitled to criticism, too.

#14 User is offline Metal Man88 

Posted 11 January 2008 - 07:07 PM

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Yeah, but people attack me when I criticise them. While I'm more than able to counter them, I consider it a waste of my time to bring up that issue and counter them in the first place, as all it does is make people feel bad.

#15 User is offline Wemes 

Posted 13 January 2008 - 01:34 PM

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For those worried about the bad voice acting the game includes the loljap voices so there's no probrem :) To be honest I found this game much easier than the first (I at least beat the story mode in 2, I could not in 1). Maybe it's just me but I found the graphics better than the first one, but that's probably skewed comparing the 16:9 480P Wii vs the 4:3 interlaced PS2.

So overall I liked cock in your fayce 2 much better than cock in your fayce 1


Oh and btw, hi.

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