
Being so casually introduced to the new sci-fi Sonic was something of a jarring surprise, though the incredulity soon passes as the game blasts into life.
The first and foremost aspect of Zero Gravity is the ultramodern techno-theme that sears the player’s perceptions like a spiky blue laser and propels them into a caffeine-fuelled trance of high-speed action. While distinctly divergent from typical, on-foot races we tend to associate with Sonic, Zero Gravity picks up the pace by turning more toward the Wipeout style of futuristic pursuit. That said, there are also strong overtones of the classic Saturn racer, Sonic R, although the awesome disco soundtrack from the maestro Richard Jacques has been replaced by an active techno-theme.
Already, fans of those two landmark racing titles will have sat bolt upright, and would be quite right to do so. While it’s hampered by a distinct confusion at its own purpose and style, Zero Gravity is a worthy addition to the niche techno-racer genre and will certainly appeal to addicts of this brilliantly playable, if under-populated arena.
The all new sci-fi Sonic team find some kind of random techno-ring which… affects gravity somehow. It’s a little unclear quite what’s going on story-wise right from the outset, and the stilted voice acting doesn’t help. But it’s all fairly inconsequential once the rather tedious tutorial has been dropped like a hot brick and you dive unprepared into the racing hyper-action – which is where your dwindling opinion of Zero Gravity changes as quickly as the hover-boarding anthropomorphs.
The saccharine, confused nature of the game’s initial set up does nothing to promote enthusiasm in the impending race, which is a sincere shame as Sonic Riders takes off at blinding speed; grabbing player’s by the eyeballs and refusing to let go until the chequered flag is crossed. The futuristic environments sear past in a fury of gleaming metal, organic life, neon electroluminescence and imposing cityscapes. A well-timed running start immediately builds a sense of the impending high-octane roller coaster ride, and the superbly designed levels always begin with a death defying thrill – be it a sheer drop, harsh corner or multi-lane highway of polished steel.
The audio, while not being especially melodic, is used to build tension and support the onscreen action quite wonderfully. The tempo, pitch and volume respond to the use of the gravity controls seamlessly; sliding into a guttural, low-frequency trice before bursting back into the metronomic drum and bass heartbeat as the race hits full pelt once again. A superb use of background music that makes for some brilliantly cinematic moments and develops the sense of high-tech competition in a way that visuals alone could never achieve.
The device intended to separate Sonic Riders from other racing games is the zero gravity function of the main title. Hairpin bends are navigated by firing up the zero-g ability given to the characters by the strange devices mentioned in the (mostly unnecessary) plot. Time slows to an imposing and tense moment of suspended gravity, giving players a couple of taut seconds to reposition their character before releasing the button and blasting out of the gravity-well at breakneck speed. A little tricky to pull off and even trickier to anticipate, but when performed successfully, a gravity turn is utterly thrilling and vital to finishing the race in the required first place.
This gravity control comes into play on straight stretches of track, too. By shaking the Wii-mote, Sonic and friends are propelled into flight; the ferocity of which draws all loose objects littering the tacks – from plants to cars and trains – toward the energy-fuelled organic missile (think of the scenes from the Matrix sequels when Neo flies through the cities). By shunting themselves through the breathtaking cloud of swarming debris, the characters can extend their flight time and gather some incredible speed which continues once they hit the ground running and tear back into the track.
The running speed is automatic, and other than occasional “gear changes” (dependent on the number of rings collected), increasing speed is dynamically linked to the extravagance of the player’s racing performance. Tricks can be executed during jumps, which add to the momentum upon a successful land, while the gravity drive can be used to thrust the characters onto physics-defying alternative tracks along the walls, ceilings and hidden pathways. As the levels go by, players are required more and more to make effective use of these alternate routes – sticking to the path is no way to cross the line in first place.
Including Sonic and Pals in a game suggests a deliberate marketing attempt to appeal to younger gamers (which is no bad thing), but the game’s inherent confusion in itself belies this intention. Zero Gravity is a difficult and complex game, hinging on the perfected use of new concepts in racing mechanics, and since every level requires players to finish in first position, younger gamers will find frustration and failure to be a regular occurance. The genre-hybrid gameplay, cutesy characters, unforgiving difficulty level, futuristic techno-theme and complex control mechanics tangibly pull against each other from the outset – a matter which could alienate this quite superb game from all but the most persistent racing aficionados.
For a long number of years now (in fact, ever since the aforementioned Sonic R) I’ve struggled with Sonic games – simply unsure as to why the often excellent game engines have been held back by an unnecessary and unsuitable continuation of the Sonic license. Maybe painting a box cover with the hedgehog’s recognisable visage is indeed enough to shift units, though I’m personally inclined to grant the average consumer more credit than blindly buying anything blue.
Once again, we’re presented with a great game that, for an unknown reason, has been turned into another pale addition to the prolific Sonic franchise. Released in its own right, Zero Gravity could have really been let off the leash and done something spectacular and awe-inspiring – cross breeding the techno-racer with snowboarding and shoot-‘em-up genres in a brilliantly unique way. As it is, much of the inherent, thrilling, high-octane danger that could have permeated every pixel has been reined in to create something of an after school special.
It’s all still there, but the frequent, cartoony cut scenes sap the dynamic momentum of the visceral racing and pours far too much sugar on a game that excels at being tersely tangy. But there’s no denying the presence of the expected high-speed thrills we demand from a Sonic game (and from a stylish techno-racer in the Wipeout style). So long as you’re prepared for a confused experience (note that I said “confused” experience – it’s the game itself that’s perplexed; not the gamer) packed with mixed elements that regularly repel each other, there’s a brilliantly tense and dynamic techno-racer to be found; bursting at the seams with exhilarating, neon-soaked thrills and blisteringly fast action.