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How Metascores Are Calculated
69
Active Life: Outdoor Challenge
Stars indicate the most critically-acclaimed games. |
The Sonic Riders series returns with a whole new form of chaotic racing by manipulating gravity itself! These gravity-altering powers can transform walls into tracks, or create a "black hole" that sucks you through for the ultimate speed boost, and allows for an entirely new way to gain a leg up on your competitors. From illuminated highways in a bustling metropolis to the outer reaches of space, you will race at the speed of light on 16 dynamic courses. Sixty different vehicles allow you to grind rails and pull off daring tricks on futuristic tracks, including solar loop-de-loops, height-defying vertical drops and tons of other edge-of-your-seat moves. As Sonic or one of 18 colorful characters, you will compete with up to three friends at heart-stopping speeds in three exciting multiplayer modes. With all the action, speed, and addictive gameplay that only Sonic can deliver, Sonic Riders: Zero Gravity is set for hyper-drive. [Sega]
All critic scores are converted to a 100-point scale. If a critic does not indicate a score, we assign a score based on the general impression given by the text of the review. Learn more... 72
72
Official Nintendo Magazine UK
A surprisingly fun effort, but it's just not as solid as it should be (the controls in particular) and the overly complex mechanics might put the more casual Sonic fans off. [Mar 2008, p.84]
70
Nintendo Power
As with the original " Sonic Riders", a large segment of the gaming populace will likely fine Zero Gravity immensely frustrating. [Feb 2008, p.90]
70
67
Games Master UK
Not dreadful but not great: another shotgun marriage between Sonic and the Wii. [Mar 2008, p.72]
67
60
60
Zentendo
Sonic Riders: Zero Gravity has some good ideas, but it all ultimately falls flat in its execution. The controls are stiff and unresponsive, the track concepts are great, but lack quality design, and the context-sensitive shortcuts feel like a waste of time that do nothing but over complicate things, littering the tracks with garbage.
60
GamePro
If you can suffer the controls or have GameCube controllers lying around, it's not a bad kickback-n-relax option for some speedy cartoon laps. [Apr 2008, p.81]
60
Gamer.nl
Zero Gravity might not be as good as the well known race games from Nintendo themselves, but this game can offer quite some fun. The levels are designed nicely and the different routes offer a lot of variation. The only real downside is the control: it's just too frustrating. This is a nice placeholder for the next Mario Kart.
60
59
58
58
52
n-Revolution Magazine UK
A limp, insipid futuristic racer with dodgy controls and weak gameplay. You can do much better, as can Sega. [Issue#19, p.86]
50
50
49
49
45
1UP
The controls -- namely character acceleration -- feel awkward and counterintuitive; for instance, you're forced to hold forward on the left stick to accelerate while also trying to steer your character. The tracks are a mishmash of right-angle turns and jumps that sometimes lead you down random paths, requiring several runs just find your way around the track.
45
40
games(TM)
Yes, it’s bright and character-filled, but with such bewildering mechanics and erratic difficulty, there won’t be many youngsters that will tolerate it for any great length of time. [Mar 2008, p.135]
40
EuroGamer
So once again, we have here a modern day Sonic game devoid of the elements which made olden days Sonic games so good - speed, simplicity, a decent control system, that sort of thing. Sonic Riders Zero Gravity is not hateful, just pointless. A complete waste of time, effort and the planet's resources.
40
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