
Wii Review: Sonic Riders: Zero Gravity
by Adam Montgomery on February 29, 2008

If Sonic fans are waiting for the hedgehog’s next great game (or even the first good racing game) then there’s bad news ahead: all Sonic Riders: Zero Gravity manages to do is scratch his legacy once more.
The game begins with Eggman trying to act out his evil plot in a story which is actually weaker and more contrived then the usual standard for one of Sonic’s games – even when compared to the spin-offs – and has a duration that will see you complete the game in a few hours.
Anyway, it sets up some reason why Sonic has to stop running and hop on a hover board and race. Unfortunately, once you’re on that board things don’t really improve.
A Sonic the Hedgehog racing game should be fast, and, at times, this game reaches levels of speed appropriate for a game bearing the blue mascot’s name. When using the Wii-mote, however, it’s hard to properly control your character even at a snail’s pace – imprecise to the point your poor avatar gets a beating as he’s slammed into each side of the track in turn. To salvage anything, you’re going to have to dig out a Gamecube controller.
When a particularly sadistic corner approaches, you’re able to slow your character down by holding a button. Now you can position yourself suitably to make it around the bend, until you decide to release your racer off again. It’s a great idea that does shine in the few moments the game allows it to.
Using this turn technique is one way you can use up your energy points, earned through jumping. The other way is to dash, giving you a quick boost to overtake some rivals. Crashing into things can speed you further, although it’s best not to ponder the logic of this (as is true of many elements of the game, including the aforementioned story).

There are different boards to ride, with different types of board allowing you access to different shortcuts on levels. One grants you the ability to grind your way to victory, cutting seconds off your lap times by making use of the various rails dotted around. There are other styles of shortcut, which could have lead to interesting play if used properly.
This feature is another victim of the weak and infuriating level design — often demanding several runs before you can find a successful route around the course. None of the techniques (such as turning) or other intricacies built into the play are properly explored on each track, leaving the whole thing seeming another missed opportunity.
It looks and sounds like a Sonic game, but Zero Gravity is another failed attempt at a worthy addition to the Hedgehog’s once great franchise, and is best left alone.

What does this score mean? Check out our review scoring breakdown.
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