Lots of games penalize you for overusing boost, but none this obtusely. However, if you use all your energy on a dash, you'll eventually come to a tight corner, attempt to jump turn, and be stopped dead in your tracks because you were out of juice. If you dash, you move much faster, and actually gain additional speed by running into objects (you didn't misread that). These can be spent on either turns or dashes. The later you hit the button, the more energy points you get. Jumping is simply a matter of hitting a button as you go off of a ramp. These are accumulated when you make jumps. You're just as likely to shoot yourself down into the abyss, or up into the ceiling, which is somehow also deadly.įurthermore, slingshot turns are complicated in that they use energy points. It's thrilling when it works, but it works only half the time. The only way to pull one off has you actually hanging in space when you go off the turn, after which you dash back onto the road. This is an interesting mechanic that is put to creative use only in one level, where you must make hairpin turns over a cliff. Once you're pointing in the direction you want to go, you release the button and burst off, as if you were fired from a slingshot. If you need to make a really sharp turn, you can hold a button that slows you down but lets you rotate freely. The basic controls have you pressing forward on the L-stick for thrust, and moving it side to side to turn. After that, your only option is to race through the same levels in survival mode, time attack or world grand prix mode, which earns you credits to purchase "extreme gear." You simply jam through a handful of courses, bang your head against whatever hard object is nearby during the cutscenes, and then, suddenly, the credits roll. Ironically, the story mode itself is very short and takes only about two hours to beat. Not only are the plot and dialog bad even by Sonic standards, but you also have to sit through huge chunks of this garbage every time you complete a race. The artifacts are part of this crazy legend involving the Babylon Rogues (a rival hoverboarding team comprised of, what else, birds), and they eventually lead you to a place referred to as "The Crimson Tower," which is, of course, blue. Even worse, when you finally discover that Eggman is involved, it's revealed that the reason he's trying to gather the artifacts and stop the robots from rampaging is so that he can.cause the robots to rampage. Robotnik, who swears he has nothing to do with the calamity, to which Sonic says "Well I guess for now we'll have to buy that Eggman isn't involved." The team investigates and quickly crosses paths with Dr. The game begins with a rampage (ripped straight out of I, Robot) in which Sonic and company are caught in the middle when an ancient artifact they stumble upon turns out to be a prized possession of the robots' mother. But Zero Gravity is ludicrous in unexpected ways. After all, at their core, Sonic games have always been about the battle between a talking hedgehog in sneakers and a fat, mad scientist. And even though there are a couple of speedy thrills, with a two-hour campaign, an overbearing plot, and lame course design, you need this hoverboard racer about as much as Wolverine needs a new set of Ginsu knives. That's like Cyclops from the X-Men buying a laser gun, or Iceman needing a snow cone. In Sonic Riders: Zero Gravity, it still doesn't make sense that Sonic the Hedgehog would need to race upon a hoverboard.
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