Instead of a turbo ability, Sonic can now manipulate gravity to help him turn corners, get speed boosts and fly. The problems caused by the poor controls are only magnified by some of the play mechanics. It results in the player never feeling like they are in direct control of what is happening on the screen, something that is integral to any racing game. Steering is slow and clunky and even when using the Gamecube controller’s analogue stick, the characters feel like they are slipping and sliding all over the place. Mercifully, they have also allowed the use of the Gamecube controller (no Classic Controller), which makes things a little easier and a little more playable, but not by much. Both are completely inaccurate and inconsistent and make the game an unplayable, frustrating and joyless experience. SEGA have provided two motion control options, holding the remote sideways in two hands and holding the remote forward like a pointer. Sonic Riders: Zero Gravity’s biggest fault lies in the terrible controls. There are some positives, especially in the sound and graphics department, but sadly, with Sonic Riders: Zero Gravity, SEGA have only really succeeded in further eroding whatever credibility remains with the Sonic franchise. Shoddy controls, momentum breaking special abilities and unbalanced gameplay conspire to ruin what could have been a good stop-gap solution for those sick of waiting for Nintendo to announce a sequel to F-Zero. At its core, Sonic Riders: Zero Gravity is a poor racing game which needed a whole lot more testing and quality control before it was released.
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