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The comparison "SSX crossed with F-Zero" is apt. Sonic Riders bursts on the scene combining some bold new concepts with classic Sonic material. Riders crosses the finish line as a mixed bag of both good and bad moments. visuals Confirmation plagues Riders's menu interface, requiring that players press A to continue at each and every step, including the loading of game data. Some of this could have been streamlined. Unfortunately it remains, existing as a disconnect between the driving concept of speed and a halting menu navigation. audio Musically, Riders gets down and dirty with futuristic techno-dance beats befitting an edgy board racer. The coolness of the music further highlights the mismatch of most character voices. gameplay Sonic Riders features three character types: Speed, Flight and Power. Each can tackle courses in different ways, adding replay value and a level of dynamism to character selection. Speed types can grind on rails and pipes, while Flight types can soar through mid-air accelerator rings. Power types can punch through obstacles, revealing hidden shortcuts. Adding to the replay value are the number of unlocking characters, plus a wide variety of boards up for purchase with rings collected in-game. The boards you ride are called Extreme Gear--hoverboards that literally run on air. Boost too much without pulling off enough tricks and you can run out of air. You must then run until either you get an air power-up or find an air station for a fill up. It's fitting that "catching big air" actually does just that. Pulling off tricks refills your air tank, as well as riding a trough of turbulent air and performing tricks off its curves and edges. The turbulence effect really lands this game as a racer, setting it apart from others in the genre. In Mario Kart DS you have to stay right behind someone to get any kind of drafting advantage. Turbulence extends far behind the rider who created it and lasts for a period of time after. Because of this, it's actually possible to climb back up from behind to get ahead of the pack by skillfully riding turbulence. This is a refreshing, item-alternative solution to the problem of fixed-speed advancement. multiplayer This sometimes stifling inclusion of computer AI over human players is most vividly expressed in Tag mode. The concept of two players sharing one air supply is intriguing, but any potential for enjoyment is greatly diminished by the use of a four-player split screen. Two screens are used for the computer characters, bringing the necessary evil of a four-player game to a two-player mode. Again, this could have easily been fixed with a simple option, but none exists. On first encounter, Battle mode feels like being on an ice rink with no weapons. It's akin to Road Rash: you race along a track, get up close to someone and whack 'em personally. For those who remember how different driving the hovercraft was from driving a kart in Diddy King Racing, such is the experience of battling on a hover board in Sonic Riders. overall Setbacks aside, this is an enjoyable, rewarding racer for Sonic fans or anyone taking the time to invest in its unorthodox concept. Surprisingly, Sonic Riders feels more like a classic Sonic game of yore than most recent installments. It's all about speeding through courses as fast as possible. New courses must be learned for success, their pitfalls avoided, straightaways exploited. Eggman should really learn to center his plots around something Sonic isn't as good at.
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