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Bloody Rose Essence

PostPosted: Thu Nov 15, 2007 3:59 pm


This could work, but it'll need to be a fair improvement over the first.
PostPosted: Sat Nov 17, 2007 9:43 am


What would you like to see improved?

DW

Warnersister
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fantasy-Rayus

PostPosted: Thu Nov 22, 2007 3:47 pm


DW?
which stand for?
PostPosted: Thu Nov 22, 2007 3:59 pm


Warnersister
What would you like to see improved?

DW


I think I can answer that. Mostly, what needs to be improved on is the turning controls. They were way to stiff and uninviting. It practically makes us powerslide around most corners, which costs a huge amount of air on a really long curve. I'd also like to see that we have to move our characters forward I ound my thumb naturally pushing upwards to make the characters go forwards anyways.

General Lea

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Warnersister
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PostPosted: Fri Nov 23, 2007 5:05 am


fantasy-Rayus
DW?
which stand for?


In this avatar, it stands for Dot Warner.

In other personas (personae?) it stands for Darkwing smile

General Lea, that was a nice answer, thanks. It doesn't matter what game I'm playing, I feel the need to push forward to make the characters move and it sounds like we're not alone in that. Maybe game manufacturers could take that into account?

I must admit I find cornering hideously difficult on the original Sonic Riders, unless I'm riding someone else's backwash. Then it's beautifully smooth - except when I find I'm riding the backwash of someone who just fell off a cliff!

DW
PostPosted: Fri Nov 23, 2007 12:52 pm


Warnersister
fantasy-Rayus
DW?
which stand for?


In this avatar, it stands for Dot Warner.

In other personas (personae?) it stands for Darkwing smile

General Lea, that was a nice answer, thanks. It doesn't matter what game I'm playing, I feel the need to push forward to make the characters move and it sounds like we're not alone in that. Maybe game manufacturers could take that into account?

I must admit I find cornering hideously difficult on the original Sonic Riders, unless I'm riding someone else's backwash. Then it's beautifully smooth - except when I find I'm riding the backwash of someone who just fell off a cliff!

DW


I feel your pain sister. rofl I also found jumping to some of the higher shortcuts (especially in the first Babylon level) is next to impossible to accomplish. However, I did catch myself a few times and tried cornering without pushing forwards....Didn't help at all, or it did such little difference it wasn't worth it to compare.

General Lea

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Reaper032708

PostPosted: Wed Nov 28, 2007 10:37 am


Having a little trouble making those turns, are we? =P
I know that last turn on the Babylon track can be a bit of a doozy, but turns like that are not impossible. The idea is to turn reeeealy sharp before you even get to the turn. It takes a little practice, but once you know when to start turning, they'll become easy and - if performed right - a bit of a shortcut.
An example of a shortcut turn would be on the Desert race (the first desert race; the fifth race overall, I think); that 180 degree turn before the crossbows. The road goes along the outer wall, but the turn can be made way before that; the second you hit that speed boost, if I recall correctly.
PostPosted: Wed Nov 28, 2007 7:33 pm


Thanks for the tips on the sharper turns. Now the test is whether I can do it, or if I happen to hit the wall first. rofl

General Lea

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Haru Minatsuki

PostPosted: Tue Jan 08, 2008 7:32 pm


I played and finished Sonic Riders I in about a couple of days, then traded the game in for KHII. I hope this one will be better, because quite frankly the games are becoming rather s**t lately.
PostPosted: Thu Jan 10, 2008 5:41 pm


Time for a Sonic review!

Sonic Riders: Zero Gravity

The sequal to the hit series Sonic Riders has finally come, and it couldn't have come at a better time. I feel the story runs a lot smoother, and it feels like you're watching an episode of Sonic X during the cutscenes in Story Mode. The opening trailer is phenominal (think Mario and Sonic At The Olypic Games opening or Secret Rings) and the graphics are pleasing to the eye. They are by far some of, if not the best graphics on the Wii system. The levels are amazingly designed and have multiple routes to take. While the gravity may replaces the air, it isn't a downfall, because you never end up running without a board or worrying about air supply. There's plenty of rings to collect to level up as well this time. The controls are simple in theory, but takes some getting used to. Corners still need to be handled similarly as it was in the original, but there are way less sharp corners. There is still turbulence included, but it's not the focus. The gravity makes it feel completely different than the first, and gives it a new edge. However, there are some frustrations as there is with any racing game. Some corners are too sharp for their own good. The Wii controls to make these corners comes up at the top of the screen, but you have to act swiftly and accurately to actually make it to the other side of a 180 degree turn and make sure to turn as soon as you see the icon at a 90 degree angle. Also, you have to wait for upgrades to your basic board to use any characters special abilities (ex. Sonic grinding rails or Tails flying). Despite these downfalls, it's still a decent game.


Final rating: 9/10 rings

General Lea

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Warnersister
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PostPosted: Fri Jan 11, 2008 3:35 am


Oh, to have a Wii... Thanks for that review, General Lea. It sounds like you've had fun playing it, which is after all the point of a video game smile

DW
PostPosted: Sat Jan 12, 2008 12:31 pm


Warnersister
Oh, to have a Wii... Thanks for that review, General Lea. It sounds like you've had fun playing it, which is after all the point of a video game smile

DW

You're welcome. I'll try to post review of other games that come out later on, like Sonic RPG as soon as I get my hands on it.

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Overlord Fenrich

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PostPosted: Mon Jan 21, 2008 5:23 pm


*gropes display case* ME WANT! ME WANT!!!
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The Sonicverse Zone: a Sonic the Hedgehog guild

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