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Sonic Rivals 2 - Underrated?

Discussion in 'General Sonic Discussion' started by FinalBeyond, Jun 13, 2008.

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  1. FinalBeyond

    FinalBeyond

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    Randomly started playing Sonic Rivals 2 again recently, and the quality is still astonishing. So I decided to do something between a review and an essay on it. Thought I'd post it here to see what people thought. So here we go.

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    It's funny, to me, when people point to Sonic Rush as the supposed heir apparent to the Genesis/Mega Drive. For I believe that it is not the DS that holds the best Sonic game in the current era, but rather the PSP. And yet, Sonic Rivals 2 seems to get very little recognition in comparison to the Nintendo counterparts.

    Sonic Rivals, the first game on the PSP, was fairly good. Not too many characters, quite nice level design. But it did have its flaws. For a start, it was all racing, so you didn't really get a chance to go through the levels in any way other than holding right and speeding through. And it was the type of game where you could just hold right and win, just like the supposedly brilliant Rush games. Plus, if you got far enough ahead of your opponent, you could relax, as they'd never catch up. Similarly, if your opponent got too far ahead, you could restart, as no amount of skill would let you catch up. In terms of replayability, it was also rather annoying, in that the 'cards' that acted as rewards for completion were given seemingly randomly, making it very hard to collect them.

    Sonic Rivals 2 corrected almost all of these mistakes. In doing so, it became, and remains, probably my favourite Sonic games, and also one of the closest to the Genesis era.

    First off, there's now a variety of stage types. While the majority of the game is races through stages, every few acts, you'll get a minigame, like knock out battles, ring collection stages, capture the Chao, and so on. I quite like these in that they break up the gameplay a bit and add some variety, without being too long or too focused on. The best variations on level type, howeveer, are Time Attack stages, where you have no opponent in racing through the level, and thus get more of a chance to appreciate the surroundings, and Free Play mode. Free Play mode should be focused on. Because it really showcases the levels. This is where I think Rivals 2 can most rival (no pun intended) the Genesis. Because at first glance, you can just race through them. But Free Play mode allows you to see the depth of the levels, all the different paths. And in putting 10 Chao in each stage to collect (for slightly macabre reasons I'll note later), they really do encourage such exploration.

    Now, they've obviously put some research in, as not only can definite classic level design be noted, most notably in Zone 3, but also some classic gimmicks, and even enemies. Mystic Haunt contains ghosts very similar to the Sandopolis ghosts, who operate in the same way, even with the switches throughout to turn on the lights and shoo them off. Then we've got what appears to be a genuine Crawl/Gaadon from Casino Night, appearing in Neon Palace, the game's own casino level. You also get the classic green flippers in this level, and so on. Sunset Forest also has a rather retro feel to it, seeming somewhere between Mushroom Hill and Sunset Hill. The latter for obvious reasons.

    Onto the story, then. It's not exactly rocket science, but where it shines is character interaction. All the characters, in some way, come across each other, team up to some extent, and face Eggman/Eggman Nega, eventually taking on the fearsome Ifrit, the archetypal huge monster boss. The character alliances are done in quite a nice way. Sonic and Tails start off working together, Knuckles and Rouge are constantly antagonistic, but end up following each other and working together to a degree, due to necessity. Espio and Silver don't trust each other at first, but slowly begin to gain a degree of trust as Silver reveals more about the problem (knowing about the effects this disaster has caused to his future). As for Shadow and Metal Sonic, I can't quite remember their relationship, as I haven't done their storyline for a while.

    One of the bits of the storyline advertised when the game came out was that the Chao were disappearing, but this really isn't too much of a focus in some of the storylines. Sonic and Tails are essentially going after Eggman. The storyline in which you do find out about the Chao is that of Silver and Espio, and Silver reveals he's been taking the Chao, as in his timeline, the Ifrit gained its power by actually devouring masses of Chao. Now, tell me that isn't quite macabre for a Sonic game, and also totally awesome. Anyhow, you travel into the dimensional rift from which the Ifrit has come, and defeat it while tumbling through the sky. Standard fare, but still fun.

    In terms of gameplay, it's rather well done. Essentially a better 2D version of the newer Sonic games. Your main moves are Spindash, standard jump and Homing Attack. You can also do a regular attack while moving forward. From my adventures in the Knock Out stages, it seems that Knuckles might have a slight advantage over other characters in terms of this, as he always seemed more able to attack than I was as Silver. Maybe I'm not as good, but either way.

    Then you've got power ups that can be used by pressing the Triangle Button, that are picked up throughout the level. In a race, each one has a defensive purpose (if in the lead) as well as offensive (if you're behind), while in a battle, they'll use the offensive by default. You've got fire, which can give you a shield in defensive, or shoot a fireball in offensive. Ice can leave behind an ice block which freezes the opponent if they run over it, or shoot out a snowflakey thing which freezes an opponent if it catches them. And so on, and so on. Stuff like Oil and Glue can be found in Cup Circuits as well, which have obvious slowing-down properties,

    Then you've got signature moves. Sonic shoots forward and runs a lot faster, which is good if that's your style of play. Tails is able to fly for a limited period of time, which is very good for exploration in Free Play. Shadow has Chaos Control, freezing time for the opponent for a limited time. Silver uses ESP, reversing the controls of the opponent, which is good in multiplayer. Rouge throws bat-shaped bombs at the opponent, sort of a combination of her Sonic Battle attacks, with the bombs she plants taking the place of the freaky balloons. Knuckles does an attack all around himself by striking the ground. Metal Sonic's rather neat in that he steals the attack of his opponent.

    So yeah, all around, the gameplay is fairly good. Lots of techniques you can use. In terms of replayability, the game's very good. For a start, you have four teams to play through the story of, each split into two so you can focus on a particular character. Then you unlock a cup circuit with each completion. You can explore and get the Chao in Free Play, and so on. Then you've got the card system.

    As I said before, the granting of cards in Rivals 1 was somewhat random. I still haven't completed it for this reason. However, each card in Rivals 2 is granted for completing a specific challenge, doing an action an amount of times, completing a Circuit, beating one character with another character, beating certain times, and so on. This makes it a lot easier to actually get the cards. Some cards are only for nostalgia purposes (old bits of Sonic art, and so on), but some grant you little bonuses, like alternate costumes and such. Each character has 5 costumes, gainable in various ways. The only guaranteed method to get a costume is to complete a character's Cup Circuit as any character. The rest are gained through various character specific challenges. Also, you can view the challenges you need to do in order to get the cards by selecting them in the gallery. This makes it a heck of a lot easier to know what you've actually got to do.

    I'm not generally the type to go for 100% completion in games. Even when I am, I give up pretty soon, as with Sonic Adventure 2. Had it for years, still haven't got many A-Ranks. But Rivals 2 is fun enough, and the challenges varied enough for this to be a valid goal for me.

    In light of Unleashed taking a bit of a Rivals slant on things, with a similar 2.5D viewpoint, maybe it's time we looked a little more favourably on the game. It's not perfect, but in terms of Sonic, it's pretty damn good. One of the diamonds (or maybe emeralds) amongst the rough.
     
  2. theSTHguy

    theSTHguy

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    Overall, I happen to like Sonic Rivals 2. All the points that you have made are some of the reasons that I like the game. There are others, but they are pretty similar to what's already been written here.

    The real Eggman sends a transmission to Shadow, via Metal Sonic - who just happened to pass by, to say that Eggman Nega is going to release the Ifrit. Eggman tells Metal Sonic to go with Shadow so they can update him on anything. Then the big plot near the end is that Eggman Nega needs all seven Chaos Emeralds to open the interdimentional portal to the Ifrit's world - but he only has six. So how did it open?? Well, when Shadow defeats the Ifrit, and Metal Sonic - who has been brainwashed by the Ifrit, Metal Sonic rips open his chest to reveal the seventh Chaos Emerald. I found this story to be the most interesting because of that seventh Chaos Emerald. The other stories are good as well - as all the character's stories tie in together somehow or another.

    You forgot to mention Espio's signature move! Anyway, fill the signature move bar, by getting rings, and you are able to become camoflagued - preventing your rival to attack you with him/herself or power ups.
     
  3. Also, I've been wondering, what the hell does Metal Sonic Mach 3.0 look like? I've searched so many times on google and it hasn't popped up. Plus I just found out that there's an unlockable Mach 2.0 suit too. Could someone find pictures of them or something?
     
  4. Adamis

    Adamis

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    Lammy and "Fafnir"
    [​IMG]
     
  5. Kogen

    Kogen

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    That reminds me of a colour bug from a MD game. Is that really supposed to be a new costume? Like are they serious?

    I never played any of these games, but I think they look very bad. Bad concept, bad grahpics, too many characters, shite music, uninspired level art, and likely a horrid story with a giant monster space battle at the end.
     
  6. Aquaslash

    Aquaslash

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    Metal Sonic was never brainwashed. Nega sent Metal Sonic 3.0 to impede them.

    Mach 2.0 is the Leather Suit from the first game.
     
  7. Mystical Ninja

    Mystical Ninja

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    I, too, thought Sonic Rivals 2 was a great game. It was just as good as the first one, if you ask me. It had good graphics, storyline, sound/music, and most importantly, gameplay. One thing I hate about this game, however, is Nega Robotnik's voice; I cannot STAND it. He went from sounding exactly like the other Robotnik in the past few games he appeared in, and all of a sudden, they decided made it sound all high-pitched and screechy. If you ask me, I'd say it was just as bad as Sigma's voice was in Mega Man X4.
     
  8. littlevish

    littlevish

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    Hmm now I want to pick this up. It got terrible reviews but I really enjoyed the first one.
     
  9. Rolken

    Rolken

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    This topic seemed promising until the OP started citing minigames, Chao collection and character interaction as examples of how the game is the 'heir apparent' to the Genesis. That awful forum recolor style screenshot sealed the deal. Oh well Sonic, better luck next system.
     
  10. P.P.A.

    P.P.A.

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    I'll probably get a PSP for my birthday, so I'll pick the two Rivals titles up as well and see how they are.
     
  11. Videogamer

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    I would disagree with you about the "too long or focused on" part. If anything, the mid-zone challenges were longer and slower than the racing levels, especially the fighting stages. The one I most despised was the Mystic Haunt fighting stage, which required 5 out of 9 victories to pass. The game would have been so much more enjoyable if the racing element comprised more than 50% of the game.

    Oh god no. Stop. That was, without a doubt, the absolute worst element of the game. The storyline and character interactions felt slapped on and unispired, and the dialogue which takes place is unbearable.

    It was clear that the writers were lazy, recycling entire scenes for both storylines of each duo. And the writers' laziness forces the programmers to switch your character mid-zone to allow the recycling of scenes. If I want to play Sonic's storyline, I want to play as Sonic 100% of the time, not 75% of the time. Also, there are many points where storylines come into conflict in a way that is almost paradoxical. In one storyline version, Sonic defeats Knuckles to progress; in another, Knuckles beats Sonic to progress. Is that even possible? Can both characters win more battles than each other simultaneously? Where it gets realy bad, however, is when Ifrit takes control of one of your partners. In one version, Sonic fights a brainwashed Tails. In another, Tails fights a brainwashed Sonic. And don't tell me Ifrit brainwashed them both, because that's just a cop-out. And let's not forget: Every boss is defeated a total of 8 times in the storyline. Is Eggman incapable of upgrading his machine to ensure his victory? Does Ifrit live as eight independent entities in eight simultaneous dimensions? No. It's all thanks to crappy story-planning.

    And the voices... dear god... the voices... It gets to the point that the only way the game can become tolerable is to turn off SFX. And when you do that, you sacrifice the in-game sounds which lend to much of the Sonic feel: ring sounds, bumper and flipper sounds, etc. It's almost as if the developers were trying to say: "You can have the wonderful in-game sound AND the shitty voice-work, or you can have neither." Either the developers were incredibly pretentious, or incredibly stupid, to not bother to separate the SFX and voice volume control.

    There shouldn't BE any other style of play in a Sonic game.

    Too bad in the main game it's mildly helpful at best, debilitating at worst. You can end up flying too high and crashing into a wall, bringing your speed to zero and giving your opponent the upper hand easily.

    Actually he slows down time, and overall the effect is the same as Sonic's, but it gives you less of an edge.

    It may be nice when you're using it, but damn it all if it isn't the most frustrating power-up to cope with.

    Has Sonic Team remembered nothing from Sonic 1 - 3? The enemies that shot 4 projectiles were more often than not the easiest enemies to cope with (ESPECIALLY Ice Cap's Star Pointer). Same thing applies with Rouge here.

    More like lazy. Nobody could think of an eighth signature moves, so they just gave him a copycat ability. Real fucking original, guys.

    That was pretty much the only thing that ever kept me playing: My innate desire to collect all awards in a game. But I had to give up at 142 cards, because the last 8 are only accessible via multiplayer. And guess what? Nobody else is ever in the Multiplayer room. At least I can take solace in the fact that the collection of all 150 cards doesn't unlock anything special... right guys?

    In spite of all the complaints I make, I will say that I was hooked for some time on the game. It may have been because it was the only uncompleted game I had for the PSP, or it may have been my OCD urging me to get every last card (which I already stated is impossible without multiplayer). Either way, it was good while it lasted, but I don't plan on starting a fresh game anytime soon.
     
  12. FinalBeyond

    FinalBeyond

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    Then don't pull assumptions out of your backside, ta. :colbert:

    It's the gameplay that makes it heir apparent to the Genesis. However, those aspects actually give it some replayability beyond the regular levels, without being annoying like playing through Sonic Adventure with Big, and so on.

    For every minigame level, you get two racing levels and a boss. Some stages, depending on the path, you don't even get the minigames all of the time. That is more than 50%.


    Which is obviously why Sonic Advance 2 is held in such high regard. Of course there should be other styles of play. It's not all "RUN RUN RUN RUN", it's strategy. With Sonic, it's best to use that in long, straight areas, while if you do it in a built up area, it's not that good. Besides, it's not like everyone else is slow, is it?
     
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