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Sonic Riders: Zero Gravity is a very unique racing game and it's quite fun! The gravity moves help to boost the variety and keep it from feeling like another Mario Kart clone. The Survival modes are basically forgettable but the main core racing is really well done. The game can be easily beaten in under a few hours but you have the option of going through it again with an alternate team, each story can be played over to accomplish various missions (mission mode), plus there is an unlocked Grand Prix where many other races await and you can do all of this while you build up rings to buy different boards. The game still lacks somewhat at replay value however. For a single player experience, the game is worth a look, but the choppy multiplayer framerate makes playing with a partner a little unpleasant. It's worth a look either way, but I recommend that you try before you buy.
Overall, Sonic Riders: Zero Gravity does what it set out to do and not a whole lot more. It's fast, it's fun, it has a comprehensible plot and it manages to go through an entire game with no Shadow. Robotnik even manages to come across as effectual. The title also manages to improve and fix the many poor concepts in its direct prequel, but it's weakened by its length, voice acting and sometimes off-kilter writing. Sonic fans will probably eat it up nonetheless, and racer fans looking for something different may wish to give it a fair chance. Just don't expect it to last too long.
All in all, the game is good. It's a new and improved Sonic Riders with plenty of new tracks and characters to enjoy. It's a must-have for Sonic fans and a "might-enjoy" for aces of the racing genre, especially for those who like F-Zero and Wipeout. If you're not sure you'll like it, give it a rental or wait until the price drops. And remember: I'm not responsible for your frustration! - All I can say is: Have Fun!
Quem jogou o primeiro Sonic Riders irá notar algumas diferenças postas em Zero Gravity, começando pela velocidade inicial. A barra de Boost foi totalmente cortada, então a liberdade de usar um turbo não é a mesma. Com a adição da Gravidade, as vezes o Gameplay parece muito homogêneo. Ainda sim é salvo as diversas alternativas de caminhos de cada fase. Não existe mais botões que fazem uma curva mais fechada e sim a utilização da gravidade. Com ela, será possível alcançar plataformas mais altas e fazer curvas mais acentuadas sem diminuir a velocidade.
Sonic Riders: Zero Gravity is really a classic example of what developers should try to do with their mistakes: improve on them. Sega has taken the interesting and enjoyable elements from the first Sonic Riders, stricken the less entertaining elements and replaced them with things that are simple to work with and fun to use. It’s still a little limited and needs some more extras (and maybe a few online play modes), but as a second try at the franchise it’s fantastic, and on its own it’s pretty damn fun. Definitely worth checking out.
SEGA no ha aprendido la lección con este segundo SR. La dificultad sigue siendo muy grande y el control caótico, tal y como ya pasaba en la primera parte. Al menos han corregido el apartado técnico y no se muestra irregular en ningún momento, sino que luce bastante bien, aunque no sea brillante. Solamente te gstará el juego si eres fan de Sonic o tienes mucha paciencia, porque ganar una carrera puede llevar días a los jugadores poco experimentados.
Das zweite Sonic Riders macht einiges anders als sein gescholtener Vorgänger. Vor allem die Zeit verzögernden Powerdrifts stellen eine coole, wenn auch teils etwas hakelige Neuerung dar. Trotzdem ist auch Zero Gravity weit davon entfernt ein Rennspiel-Hit zu sein: Der Umfang ist viel zu mickrig, Steuerung und Geschwindigkeitsgefühl sind für einen Sonic-Titel einfach zu träge und das Tricksystem hat maximal Alibi-Charakter.
This is the second stint of Sonic Riders we’ve seen, and while there’s decent potential for the racer, we’d be fine if Zero Gravity was also the last. There’s no denying the entertainment that could come from a blazing fast Sonic racing title, but the Riders franchise has tried twice, and both times failed to deliver solid control and a true sense of speed. There are decent concepts to be found in Zero Gravity, such as the ability to freeze time and go into bullet-time power slides, but when the game’s overall speed is on pace with a 50cc Mario Kart race (or DK Bongo Blast), there’s something wrong with the design. The level design is decent, the trick system is nothing more than hitting jump at the right time, and the gear upgrading is barely there in concept form, let alone a fleshed out design. It’s time to rethink the racing design, and go back to the franchise’s roots. C’mon SEGA, all we want to do is run fast…
Zero Gravity is a large step behind the first Sonic Riders and it’s still a flawed racing title that makes this a Sonic game fans of the loveable blue hedgehog should skip altogether. Sure, it has great level design and the power-ups are neat but it’s not able to save this game from being a weak racing title.
Tout comme son prédécesseur, Sonic Riders : Zero Gravity reste un jeu moyen dans sa conception et médiocre dans sa prise en main. En passant outre ces détails foncièrement handicapants, l'intérêt de dévaler des niveaux tortueux aux nombreux raccourcis se fait sentir et on s'y amuse. Et c'est finalement bien là le principal.
Zero Gravity is een trieste vertoning die zelfs voor een die-hard Sonic fan niet te verdragen is.
Nevertheless, the game's overall lack of content makes it one of the last things you'd want to spend 40 bucks on. Even though it manages to capture the occasional burst of Sonic speed, there isn't enough content in Sonic Riders: Zero Gravity to keep you entertained for more than two or three laps.
Plombé par une maniabilité très délicate, ainsi que par des nouveautés qui ne méritent pas vraiment ce nom, Sonic Riders Zero Gravity parvient à être encore moins séduisant que son prédécesseur. Seuls les fans du petit hérisson bleu ainsi que quelques joueurs masochistes auront peut-être plaisir à parcourir ces circuits, les autres passeront leur chemin sans un regard en arrière.
The same marked and designated area philosophy is used for the shortcuts. After collecting enough rings, you’ll upgrade your equipment and start looking for the liberally distributed signs on the track that mark grind rails, gliding markers or smash-through-me stuff. Your choice of equipment will dictate which type of shortcut you look for. Some races we lost two or three times became easy after we found the grind rail we were supposed to use. Zero Gravity sometimes feels like your racing skill doesn’t matter as much as your ability to spot new, cooler ways to get through the tracks; it’s still fun to do, but once you’ve mastered a track there’s little reason to go back to it.