Processor= 1.0GHz
RAM= 256MB
Graphics= 64MB
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The premise behind
Sonic Riders is going to be utterly impenetrable to anyone but the most ardent
Sonic fans. Along with his pals Knuckles and Tails, Sonic is, once again, on
the hunt for chaos emeralds. Suddenly, the team witnesses the theft of an
emerald by some very edgy, cute-looking thieves riding hoverboards (or,
"extreme gear," as they're known in the game). Not long after that,
Dr. Eggman shows up and starts rambling about wanting to hold an extreme-gear
racing tournament for some reason or another. It turns out that the thieves are
part of a crew of legendary thieves known as the Babylon Rogues, and there's a
whole thing about trying to rediscover the long-hidden island of Babylon, which
harbors some kind of treasure...or something like that. It's a completely
incoherent storyline, not to mention one that rehashes a lot of stuff that has
been done 20 times better in just about every other Sonic game every made. Evil
plots are hatched, Sonic and Knuckles get into it with the bad guys, Tails says
a few overly precocious things, and so on and so forth. Then again, this is a
racing game, so the plot is really incidental to the whole package. Still, this
game probably would have been much better off going the minimalist story route,
like the Mario Kart games.
The racing in Sonic
Riders is kind of an odd mishmash of F-Zero GX-style futuristic racing and
something like SSX. When you get going during a race, the pace can be extremely
quick--as it should be in a racing game starring Sonic--but pure speed isn't
enough to win. There are a number of secondary mechanics and meters you'll have
to concern yourself with to succeed regularly. First and foremost, you'll find
yourself monitoring your air meter, which depletes every time you hit the boost
button. Incidentally, that's going to be a lot of the time. To keep up, you're
going to find yourself hitting that boost an awful lot, especially in the early
goings, when you're still trying to figure out the layouts of the tracks and
all the shortcuts. That's bad, because once you're out of air, your character jumps
off his or her board and starts running until you can find a pit to stop in for
a moment to recharge. Running into objects on the track also kills your air.
While that makes some measure of sense, the whole pit-stop aspect of the game
sucks a lot of the fun out of the racing. The whole point of the game is that
you're going along at increasingly blinding speeds, trying to ride as much
momentum as possible; it doesn't make much sense that you suddenly have to stop
and recharge because you accidentally hit a wall after boosting a bunch. Not to
mention that the pits themselves aren't even all that out of the way on the
tracks, so you may find yourself running into them accidentally every now and
then.
Fortunately, some
of the other concepts in the gameplay pan out a bit better. One of the cooler
things Sonic Riders has to offer is the turbulence-riding mechanic.
Essentially, as other racers zoom along the tracks, they give off streams of
turbulence that you can ride into and get a big speed boost out of. Turbulence
sort of takes the game out of your hands, though, because you could easily ride
it out without ever touching a button. But if you did that, you'd miss out on
the opportunity to pull off some tricks. Yes, there's a rudimentary trick
system in Sonic Riders. Whether you're riding turbulence or taking big jumps,
all you need to do is spin the left analog stick (or, if you're unlucky enough
not to have a dual analog gamepad to go along with the PC version of the game,
hold down one of the directional arrow keys) and you'll pull off a few neat
flips and spins. It's nothing deep, but pulling off tricks is a necessary
enjoyment, because doing them and landing correctly afterward nets you sizable
air boosts. There are also some unique shortcuts that various characters can
take depending on what class they fall under. Power racers, for instance, can
simply bowl through certain obstacles on the track without losing a bit of
speed, whereas speed racers can grind various rails scattered throughout a
course. As nice an idea as the class system is, it doesn't make much difference
to the gameplay. You can pick just about any racer in the game and play pretty
much the same way without much consequence.
That's mainly
because the track designs lend themselves to the same level of frustration, no
matter which character you're playing as. While all the tracks are built with
the sorts of launch ramps, loop-de-loops, and other craziness you'd expect,
they're not nearly as much fun to race around as you might hope. For one thing,
the game relies a little too heavily on taking corners perfectly. These tracks
are littered with the sorts of blind jumps and turns that cause you to go
flying off the course and have to reset yourself, and you'll often lose the
race as a result. You can't always correct this by practicing, either.
Sometimes you'll be taking a corner perfectly, only to run into a wall of
turbulence that you can't bust into to ride because you're not traveling fast
enough, which in turn bumps you off the edge of the course. The tracks can be
pleasing to look at, and there are more than enough shortcuts, jumps, and other
fun things to race around, but the tracks are simply too short, too loose, and
too frustrating to keep up with what the fast-paced racing requires.
The controls also
leave something to be desired. It makes sense that trying to control an
ultrafast hoverboard would be a little loose, but the controls are unwieldy in
a lot of spots. When you're in a position to grind a rail, you have to press
the jump button to get up, and then press it again to grind, which seems
unnecessary. When you want to round a tight corner, you need to hold down one
of the trigger buttons to sort of slow down and lean into the turn. What the
game fails to mention is that if you hold down the button for a half-second too
long, you'll overshoot the turn and go crashing into the opposing wall. It's
irritating, to say the least. Additionally, if you're playing this game on the
PC, get a dual analog gamepad or don't even bother playing it. Trying to
control this game with arrow keys instead of analog sticks is like trying to
steer a car with your teeth--not ideal, and rather harrowing at that.
If nothing else,
Sonic Riders fares better as a multiplayer game than as a single-player one. The
artificially intelligent racers tend to run very predictable races, so getting
into the multiplayer arena does away with that problem, though the fact that
the PC version supports only two total players negates some of that appeal.
There are also quite a few modes to choose from apart from normal races and the
story mode. There's a mission mode, in which you're tasked to perform specific
tricks to beat the Babylon Rogues team; a survival mode that includes both
standard battle and race variants; and a tag mode, in which two teams of two
racers, each of which share a single air tank, race through a selected track.
None of these modes are any better than the standard races, but at least there
is a good bit of variety available. On top of all that, the game lets you
acquire a lot of unlockables, including new extreme gear, as well as plenty of
hidden characters, some of which are certain to get longtime Sega fans giddy
with glee.
Sonic Riders isn't
a bad-looking game by any means. Save for a few sporadic bursts of frame rate
slowdown, the game moves at an excellent clip, providing exactly the sort of
speed you'd expect. The levels and characters are bright and colorful, though
when you slow down, some of the track areas look kind of drab and muddy. A
copious number of CG cutscenes are interspersed throughout the story mode, and
while the scenes themselves are reasonably clean looking, they're not anything
special, either. The PC version of the game looks about on par with the Xbox
version released earlier in the year. The game runs at a maximum resolution of
only 1024x768, and even with all the various antialiasing and texture settings
cranked up, it looks like a slightly muddy console port. Less impressive is the
game's audio. The voice acting is about as hammy as in any other Sonic game,
but the incessant chatter of the female race announcer tends to grate as you're
speeding along. The music and sound effects are mostly generic, and nothing
about them stands out.
Sonic Riders is
arguably the best Sonic-themed racer out there, but it does little to
distinguish itself amid an already overcrowded platformer-turned-racer market.
The use of the extreme gear in lieu of the usual cartoon racer vehicles is a
nice twist, and there is a bounty of content for you to get through, but the
racing itself isn't strong enough to keep the game afloat for long. Ultimately,
Riders is a racer that provides some decent fan service to the Sega loyal, but
not much else. And if you are one of those devout Sega loyalists, track down
Sonic Riders on just about any other platform than the PC, because this is
hardly the ideal way to play the game.
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