Jump to content
TSM Forums
Sign in to follow this  
AndrewTS

Sonic Rush review

Recommended Posts

A major video game franchise gets a portable game released close to a 3D console version, and the portable one outclasses it? Crazy! (And yes, I'm assuming Shadow will be junk).

 

However, looks like finally somebody got around to making a 2D Sonic game that *feels* right, like the Genesis ones:

 

Full text here

 

Sonic Rush

We're looking at what could possibly be the finest Sonic game yet.

by Craig Harris

 

 

November 11, 2005 - Console gamers are suckers. They're forced deal with some clunky, clumsy 3D renditions if they want to enjoy a new Sonic the Hedgehog experience. Not like us handheld gamers who get the "real deal" Sonic presentation. For the past few years, Sega's used the Game Boy Advance as its outlet to bring the tried-and-true sidescrolling Sonic the Hedgehog design to the gaming world, evolving the series across three unique adventures of fast-paced action. And once again the handheld gamer is getting a real treat: the Nintendo DS Sonic design, Sonic Rush, takes that 2D experience and blasts it onto the dual-screen handheld in what could be considered Sonic's finest hour.

 

 

 

Dimps, the team that was responsible for Sonic's Game Boy Advance designs, takes what it learned with those solid and fun side scrollers to build an extremely creative Sonic platformer for DS owners. The game starts out as classic Sonic gameplay, but it's clear after the first few steps out of the gate that this is more than the classic Sonic. The basics are here: speed running, huge drop-offs, loop-de-loops, and corkscrews are all a part of the level designs in Sonic Rush, as are the newer elements like grind rails linking from one platform to the next. The challenge in each level is to scoop up rings and get to the end as quickly and as unscathed as possible, and if you're lucky enough you might even earn a chance to score one of the hidden Chaos Emerald that will, potentially, open up more of the game's design. The two playable characters, Sonic and new cat babe Blaze, means multiple paths, levels, and endings to shoot for.

 

Right off the bat you'll see the biggest addition to the Sonic franchise: the developers have combined the top screen with the bottom screen to create a single vertical display. It's not a new technique for a DS game, as games like Metroid Prime Pinball and Bomberman DS have paired up the two screens in their designs. But because the action moves so quickly (a Sonic the Hedgehog staple), this technique is much more impressive on Sonic Rush because the developers had to create a "smart camera" to make sure that Sonic is in the best spot on either screen to see what's coming up ahead.

 

The dual-screen feature does take a bit to get used to, since most players are used to experiencing platforming gameplay on a single display. On occasion Sonic will zip vertically off the lower screen onto the upperscreen without any warning, and it'll take some eye and mental training to learn that moving off-screen in this game doesn't necessarily mean zooming out of play. For the most part Dimps does a fantastic job keeping up with Sonic and shifting him from one screen to the next, and the pairing of the two screens actually adds a lot to the exploration aspect of the Sonic the Hedgehog design; players can see a good distance above and below the character and make preparations…even if they're split-second preparations.

 

While the vertical aspect of Sonic Rush has been covered by technology, the horizontal has been taken care of by brand new gameplay elements. Sonic games have always been unfair in the sense that level designers encourage running through a level as fast as possible, only to be absolutely devious by throwing an enemy in the person's path so suddenly that there's no humanly way to react in time. The designers remedy this with a new "boost" mechanic that enables players to generate power and use them as speed boosts and attacks; when players speed down a straight speed strip, they can let loose a burst of speed and energy which can, and usually will, take out a bad guy that happens to be in harm's way. It's a brilliant addition that frees up a lot of the annoyances in past Sonic games because now players can deal with the enemies positioned purposely in a blind spot.

 

Past games have had an "extreme sports" influence by introducing rail-grinding into the platform mix, and this influence has expanded into a full-fledged trick system. By sliding on rails or going airborne, button and D-pad combinations will perform flip tricks that fill up that boost meter. It's a bit of a gaming cliché that seems a little out of place, but this trick system is admittedly an addition that works in the whole "hedgehog with attitude" presentation. More importantly, it actually adds quite a bit of energy to an already energetic presentation.

 

 

 

Sonic Advance games slowly evolved to encourage more exploration in the levels. Sonic Rush seems to go back to the old-school "Run Really Fast" style of level design from previous games, with tons of ramps and rails, zip-boosts and trampolines guiding players down the right path. But there are plenty of opportunities for skillful platform jumping, and in fact, much of the game's challenge is in navigating some of the tough jumps laid out in many of the levels.

 

Beyond the standard side-scrolling designs are boss battles for each of the levels. Where the normal challenges use 3D sparingly but effectively, the boss situations are entirely 3D based. Most are still 2D in design, but the 3D engine allows for a more dynamic camera system and more elaborate enemy construction. This action's relegated to a single screen in these challenges, and even though the jump from the two screen presentation makes the battles feel a little disjointed, they still look fantastic and play just as good as the 2D platforming levels. This 3D engine moves over to a cool touch-screen version of the classic Sonic 2 half-pipe level that uses the touchscreen -- pretty much the only instance of a touch element in Sonic Rush.

 

To complement the single player adventure, Sonic Rush also includes a rather cool multiplayer racing mode that only requires a single copy of the game. Here, players race through the unlocked levels but in a single screen environment -- the lower screen keeps track of where your opponent's located in the same map. There's also an option for multiple cartridge battle, and for players who don't own the game you can send them a single level demo for their downloading troubles.

 

Closing Comments

Sonic Rush is an extremely polished DS title. It does a great job offering a fantastic, energetic old-school challenge that keeps the classic gaming style alive. Though the market's moved on to 3D platformers which, admittedly, affords developers more opportunity for variety in their designs, this game does evolves the original Sonic style wonderfully by combining contemporary technology with fresh and new gameplay mechanics. And it's tough as nails.

Share this post


Link to post
Share on other sites

Oh, wanted to bring special attention to this part:

 

Sonic games have always been unfair in the sense that level designers encourage running through a level as fast as possible, only to be absolutely devious by throwing an enemy in the person's path so suddenly that there's no humanly way to react in time. The designers remedy this with a new "boost" mechanic that enables players to generate power and use them as speed boosts and attacks; when players speed down a straight speed strip, they can let loose a burst of speed and energy which can, and usually will, take out a bad guy that happens to be in harm's way. It's a brilliant addition that frees up a lot of the annoyances in past Sonic games because now players can deal with the enemies positioned purposely in a blind spot.

 

Anybody who has ever played one of the Advance games knows *exactly* what they mean--as those levels seemed riddled with areas like that which were annoying as heck.

Share this post


Link to post
Share on other sites
Guest clockworkraven
Oh, wanted to bring special attention to this part:

 

Sonic games have always been unfair in the sense that level designers encourage running through a level as fast as possible, only to be absolutely devious by throwing an enemy in the person's path so suddenly that there's no humanly way to react in time. The designers remedy this with a new "boost" mechanic that enables players to generate power and use them as speed boosts and attacks; when players speed down a straight speed strip, they can let loose a burst of speed and energy which can, and usually will, take out a bad guy that happens to be in harm's way. It's a brilliant addition that frees up a lot of the annoyances in past Sonic games because now players can deal with the enemies positioned purposely in a blind spot.

 

Anybody who has ever played one of the Advance games knows *exactly* what they mean--as those levels seemed riddled with areas like that which were annoying as heck.

 

Hated those parts. What I hated more were the cliffs that came out of nowhere, but the enemies were a close second.

Share this post


Link to post
Share on other sites

Cliffs I wasn't as annoyed with because I'd seem those before (the GG Sonics had its share of areas like that), but the impossible-to-avoid enemies and spikes was the bigger gripe with the previous Advance titles.

Share this post


Link to post
Share on other sites

Shadow the Hedgehog reviews seem to be all over the place (at least out of the ones trickling in). Gamespy, IGN, Eurogamer have all reviewed, with some negative/mediocre scores. GameTrailers gave it a positive review.

 

However, general impression is that it still feels a lot like the Sonic Adventure games, but is better than Heroes. If you didn't like the other 3D Sonics, this one won't really change your mind much.

Share this post


Link to post
Share on other sites

what is it about the Sonic Adventure series that people don't like? I really liked Sonic Adventure, actually. I mean, people can compare it to the inevitable, Mario, but they'd be forgetting that they were never really too similar a series in the first place. Sonic in 3D is good.

 

no I haven't play Sonic Heroes .... but I own the other two.

Share this post


Link to post
Share on other sites

I liked Sonic Adventure 1, despite the horrible camera angles and the clipping problems.

 

However, Sonic Adventure 2, I couldn't stand. I want to play SONIC Adventure. Not Sonic & Friends, where you eventually get to play as Sonic. Sometime.

 

Sometime soon.

 

Right after this........this.......no, wait, this!

 

 

 

 

And Sonic Heroes? UGH. fucking HORRIBLE. Sonic games are all about speed, not "run really fast for 3 seconds, then stop, and switch characters around to get through this obstacle. The ONLY strategy needed in Sonic games is "run really fast! What? Running didn't work? ok, jump!"

 

Sonic games just need blinding speed, that's it. Nothing to make you stop and think about strategy, and definitely not 18 other fucking characters that nobody gives a shit about.

Share this post


Link to post
Share on other sites

Personally, I like Heroes just a TINY bit more than Adventure gampelay wise (I'll admit that the two Adventure games have slightly better stories than Heroes)

 

One reason for that? In Heroes...there are NO FUCKING ANNOYING SEARCHING FOR MASTER EMERALD PIECES MISSIONS!

 

In Adventure 1 they weren't AS bad...but in Adventure 2? Ugh...I never did get why you could only look for them in order (unlike Adventure 1), thus making it more luck in finding them with a good score.

 

Oh, and I like Heroes' theme...then again, I like both main themes of the Adventure games as well.

Share this post


Link to post
Share on other sites

CMW isn't one to cuss much, so I know he must have *really* hated those missions.

 

And yes, detecting *in order* made no sense. Overall, SA2 was the more polished game, but I didn't care for Gamma missions in SA1 and I didn't like seeing it back. I missed the overworld hub, which I thought was a really cool part of SA1.

 

Knux/Rouge's missions were okay, but Pumpkin Hill's theme is like gouged into my brain.

 

I think the SA games were good but that's it. Mario provided a stellar 3D platformer a generation before it. While the relatively-leisurely pace of a Mario game was fine for a 3D platformer (few timed sections, worlds were large but not *too* long, so you could explore more), the Sonic games are more about speed, and are usually more linear. The Sonic/Shadow sections came out as some mishapen mutant child of Mario 64 and Crash Bandicoot.

 

The Emerald hunting was geared closer to that style--but unlike in the 3D Marios, where you generally knew were the shines were (or exactly how to find them) and just had to complete some darn fun missions, you...followed a radar. Not as fun.

 

You no longer had plenty of control and good view ahead of you when you'd be picking up speed. You had loops that, with a wrong twist of the stick, you'd be weaving from side to side and coming out past sections of rings you'd need to pick up, or worse, you'd stop on a loop and fall to your death.

 

The necessity to "homing attack" enemies, the ineffectiveness of spin-dashing, etc really couldn't bring the gameplay effectively to 3D.

 

The games were relatively easy, but the replay was mainly based around getting better times/higher ranks/more emblems. There wasn't as much variety as the varied missions found in other 3D platformers at the time.

 

And of course...Big fishing sections.

 

However, I liked the soundtracks for the games, even though some of the rapping was really, really bad.

 

I hated Sonic Heroes, and I honestly gave it a chance just like I did the N64 Castlevanias (and am glad I did in the case of Legacy of Darkness). I couldn't enjoy it.

Share this post


Link to post
Share on other sites

Sonic Adventure was one of those games that seemed better at the time because it was a launch game. SA2 was bad. I remember spending FOREVER on the Knuckles level in the tomb or whatever looking for those gems.

 

When I was younger it didn't seem so bad but looking back the Sonic games have always had horrible presentation and art. Sonic seems like he was created by a panel of executives trying to make a mascot and his "talking animal with attitude" image is lame. Knuckles might be the worst, being the cliche "loose cannon". Oh wait I forgot about Shadow, nothing could be worse.

 

 

And I hate the music in SA series. The singing is incredibly cheesy.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×