Sonic Rivals
Has Backbone got it right for Sega this time?
Version PSP | Developer Backbone Entertainment | Publisher SEGA | Genre Action |
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When it comes down to it though, being in the lead whilst racing is often more of a hindrance than an advantage, as other than dropping a mine you cannot attack from the lead. It's only when you're behind can you jostle your opponent which, seeing as the aim of you and your opponent is the same (to stop Dr. Eggman) it is a wonder that it's only on the later levels that your rivals decide to assist you.
Yet despite this, the game is fun in parts. The rivals are all available to play and race as, illuminating more of the story as you take the different characters through the levels. And thanks to this replay value, once you become familiar with the levels the game's shortcomings can often be sidestepped. Enemies can be avoided, boosts can be hit and platforms can be landed on. Not all the time, but enough of the time to garner significant enjoyment.
"The game is fun in parts; once you become familiar with the levels the game's shortcomings can often be sidestepped, and there's good replay value."
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As well as the regular story mode there are also a couple of other modes which help add longevity - a challenge mode and a cup circuit. The challenge mode involves racing a rival through any level trying to complete objectives such as collecting a certain number of rings and winning within a time limit. Each objective completed unlocks a card. The cup circuit is similar but simply involves racing an opponent through a set number of levels.
With a bit more thought, Sonic Rivals could have been great. As it is, it's merely above average. The question remains,f why bother altering the format of a game that works well? Why try to fit a side-scrolling platformer into a 2.5D side-scrolling race game? Why not simply create a 2.5D platformer? Once again, there's nothing here to rival the Sonics of old, and the holy grail of creating a truly worthy Sonic title remains a poisoned chalice.
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