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How Metascores Are Calculated
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Alone in the Dark
Stars indicate the most critically-acclaimed games. |
The game opens as Sonic is mysteriously transported to the world of The Arabian Nights where he encounters a mystical genie, Shahra. Shahra pleads with Sonic to save her world from the powerful evil genie, Erazor Djinn. As the story unfolds, Erazor confronts Sonic and pulls him into his evil plans. Sonic has a limited time to deliver Erazor the seven World Rings and save the storybook world. Navigating a world full of obstacles and enemies, from Erazor’s genie minions to dinosaurs, players use a bevy of core moves to keep up the pace. Holding the Wii Remote horizontally, players tilt the controller left and right to control Sonic's signature speed. They jump, perform sliding stops, pull off wicked homing attacks with a snap of the controller, and even walk backwards with a tilt of the Wii Remote. Players also hop aboard winged pots and fly with a vigorous shake of the controller. They launch themselves from catapults with a whip of the Wii Remote, surf through rapids on tree trunks and even pilot flying carpets in the race to restore this storybook world before all is lost. Players navigate 100 missions within eight wildly varied worlds, gaining new moves and abilities along the way. As players progress through the game, Sonic's abilities can be strategically equipped based on the demands of the mission ahead. From a boost called Speed Break to an ability called Time Break that slows the world around him to a near stop, Sonic needs every trick in the book to make sure Erazor Djinn stays in the storybook world. In addition to the single player adventure, Sonic and the Secret Rings offers 40 mini-games that support up to four players. Showcasing the abilities of the Wii Remote, players will use the controller as a violin bow, an ax, a canoe paddle and dozens of other motions to compete in these easy to pick-up-and-play games. [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... 86
Worth Playing
It has points where you must grind for levels much like an RPG. It’s also not for people with short attention spans, and its difficulty at times (just a touch below Sonic Riders’s learning curve—you’ll have to practice stages over and over to get them right) makes it not for people who give up at challenging games easily (poor folks). Still, none of these points makes this entry any less valid.
85
Nintendo Power
After several attempts to modernize Sonic for the 3-D gaming landscape, Sega has taken a big step back in their approach, and that's a good thing. [Apr 2007, p.84]
84
83
82
81
Official Nintendo Magazine UK
By no means perfect, but it's still a fantastic game that finally gives the blue blazer the sort of fast-paced, slick action he deserves. It's tricky to master but once you do it really shines. [Mar 2007, p.62]
81
GameBrink
Sonic Team has taken Sonic, put him on rails, added a ton of variety, and made something that is definitely worth a rental. Some might find it too short to be a purchase, while others may just enjoy playing the levels over and over again with different setups in order to unlock the many goals available.
80
80
80
80
Games Master UK
Sonic finally delivers what the fans have been waiting for - simple, speedy action! [Apr 2007, p.68]
80
79
78
76
76
76
GameTrailers
Frustratingly fun. By that, we mean it’s frustrating how fun the game can be, before it hits a part that’s decidedly the opposite. The sense of urgency the series is known for is definitely in-tact, and the first few runs through each level can be a blast. But you're forced to play this game with precision to move on, and the controls simply aren't there.
75
75
GamePro
The game is tough, and not in a good way. You better tighten up that Wii Remote strap because you will feel the urge to throw the controller through the television, especially early in the game, before Sonic gets a lot of his abilities. But once you get Sonic up to speed, the game is fun, but still really challenging.
75
75
70
Digital Entertainment News
Because of their speedy nature, Sonic games really necessitate fresh surroundings, and especially in an on-rails game, different locales help to give the feeling that you’re actually progressing. Unfortunately, because of that these forced challenge levels work against the game, and that’s a shame, because otherwise Sonic and the Secret Rings may have very well been that comeback game Sonic has desperately needed.
70
70
70
70
Play Magazine
It's time to either do the right thing or say goodbye. [Apr 2007, p.43]
70
70
games(TM)
Despite the backtracking issues, Secret Rings remains an altogether more satisfying platform game than many of its peers. [Apr 2007, p.116]
69
69
66
65
Electronic Gaming Monthly
While Secret Rings does a decent job at stopping the bleeding caused by the recent 360/PS3/PSP Sonics, it's not quite there yet. [Apr 2007, p.76]
60
60
60
55
50
50
50
50
Edge Magazine
There’s a fine-line between rote-learning frustration and seat-of-the-pants glee in on-rails arcade games, and Secret Rings wobbles either side of it perceptibly, but seldom stays on the wrong side for too long. [Apr 2007, p.81]
45
42
40
Tommy H. gave it a6: James H. gave it a5: Sam P. gave it a5: Christa gave it a2: Simon G. gave it a3: Jamie C. gave it a4: Craig M. gave it a1: |
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