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Need for Speed



Need for Speed Underground Portable

Review

Only a year gone and Electronic Arts is already burning rubber with another Need for Speed title. Last year the publisher released Need for Speed: Hot Pursuit 2, a fantastic racer on the PlayStation 2, but one not quite as polished on other platforms. Since developer Black Box was responsible for the slick PS2 iteration, EA recruited them to develop the next in the franchise.

Aptly titled Need for Speed Underground, it focuses on the custom kit and import car circuit. It is most commonly, and certainly not unfairly, compared to the theme featured in the popular The Fast and the Furious movies. So, it is a definite departure from the world of exotic cars and over-the-top police chases that the series was founded on. It broadens the NFS franchise, bringing a number of things to the starting line that other arcade racers have not. More than anything, it features a robust customization mode that is intricately sewn into a lengthy franchise-style single-player experience.

It's a world of gorgeous girls, rocket-fast racing, stunning graphics, and some of the most impressive vehicle customization ever created. Yes, we'd be crazy not to like it -- and so would you.

Gameplay
Need for Speed Underground borrows, instead of simulating, from the increasingly popular custom kit and import car scene. The days when Dodge Neons, VW Golfs, Subaru Imprezas and Mazda Miatas were just reminders you couldn't have a flashy sports car are gone; in the ever-growing circle of elite street racers, dedicated auto fanatics are turning the mid-range class of almost-sports-cars into decked out, eye-catching street rockets. The underground scene of backstreet, nighttime racers has evolved into a whole new industry. Companies like AEM, Enkei, Jackson Racing, HKS, and StreetGlow provide lines of custom upgrades for otherwise everyday cars -- like the Impreza -- so you can deck them out and turn them into your personalized street machine.

Black Box and EA have gone to great measures to capture this gritty, sometimes seedy underworld, partnering with the biggest product lines and major car manufacturers. It seems its goal was to create a racer that provided more vehicle customization than anything ever seen before, and to this extent it succeeded brilliantly. The flexible car customization mode offers up 20 different vehicles, not a huge number, but with all the different options the variety of personalized cars you can create is in the billions, according to EA. These "Customize Your Ride" options take center stage of the gameplay. Underground's single-player mode is intimately tied into unlocking new parts for your car -- both of the performance increasing and aesthetic variety.



The total gameplay experience is tuned into the 111-objective "Underground" mode. Like a story, it unfolds as your challengers message you via your in-car video display. There are a few FMV sequences now and then, but mostly it is just audio clips and animated heads that deliver your objectives. It works perfectly, however, and is presented seamlessly. To diversify gameplay from just being regular racing as we've seen it before, Black Box crafted a number of different race types -- essentially you have Race, Drift, and Drag. Race is actually broken up into a number of styles, including point-to-point (one long stretch of a track), circuit (multi-lap), and knockout (cars in last place are booted each lap; last car across the line wins). So, there's a respectable variety to mix up Underground's story mode.
It melds flawlessly with the theme and does a brilliant job of immersing you in the "Underground" world. Drag and Drift add a great deal of depth, too, because the physics and driving rules have been tweaked so much that they practically stand on their own. No racers have offered up such a complete, story-driven package. Set up almost like chapters, you usually hopscotch between the different styles of racing, then rinse and repeat. It's a bit formulaic in that way, but it works pretty well. Over the 111 objectives there are special challenges and rewards, like one-on-one challenges to increase your "Underground" ranking on the charts, magazine covers are earned often -- a very cool feature, and more often are new parts and body kits unlocked.

The racing mechanics themselves are all finely tuned, as they so often are in the NFS games, kind of realistically heavy but still adhering to a flexible arcade style. Deadly quick would also describe the sensation of speed. Part of this is thanks to the graphical prowess, but the pace of the tracks is balanced intelligently with the cars' top speeds. Black Box has cleverly integrated some of the elements Criterion's Burnout series introduced like points for near misses, drifts around corners, and overall your style of driving. Based on your performance you accumulate style points, which are basically experience points that earn you new custom parts, the aforementioned magazine covers, and even special pre-made top-end vehicles for use in the "Quick Race" arcade mode. It really is a nicely balanced and tightly wound single-player mode thanks to all these special touches.

For actual racing, traffic becomes an issue as you progress through Underground, which helps to heighten the intensity of racing, but at the same time it can become frustrating. You can't predict traffic and sometimes reaction skills simply won't save you. In a way this takes away from demonstrating your pure driving skills against the AI, which is bothersome at times. But, it forces you to be very cautious around corners later in the game -- petal to the metal simply won't apply. Fortunately, the CPU drivers are programmed extremely well. They fall victim to the same mistakes of nailing traffic head-on and when you try to take them on side-by-side they display aggressiveness. This is another area Black Box balanced well; if you make some mistakes by hitting traffic they won't blow you out of the water and take an uncompromising lead. It also adds to the realism. Many times have we trailed a lead car around the last corner only to see their car take a hit from oncoming traffic and go flying. This adds an intense amount of satisfaction to the racing.In other words, physically, the racing feels great; running AI off the roads, skillfully cutting corners, finding the shortcuts, and driving with some style is all very rewarding most of the time.



The motivation to play Need for Speed Underground, then, is to create the ultimate ride. You get satisfaction from winning races, but there are a few reasons it can become redundant. Firstly, you don't actually tune your car -- there is no setting gear ratios, traction, or anything of the sort that requires of choice. You unlock three levels of engines, turbos, nitro, transmissions, and so on. This is where the "Customize Your Ride" lacks a bit of oomph. No skill or decision making is required. Things like a new Nitrous package (one of the three levels) unlock when you complete a certain one of the 111-objectives. We were disappointed to discover this. It may make the gameplay easier to figure out, but given the incredible amount of aesthetic improvements we were really hoping that tuning would be a highlight of the gameplay. After all, a highlight of modifying these vehicles is being different.

So, by creating the ultimate ride we mean unlocking level-three parts of everything that makes your car faster and better to handle and then designing the aesthetics to your heart's content. Need for Speed Underground focuses sharply on this element, and it is honestly the biggest reason to play. The sheer amount of options is insane, and the implementation is staggering. We started with a crappy green Dodge Neon. It was slow, embarrassing to look at, and just flatly pitiful. But by investing several hours into the "Underground" mode we progressed through the three levels of body enhancements. The only difference with its three-level format is that is it not limited -- when you, say, reach level two of spoilers there are a handful of them and not just one. So it doesn't suffer from the predictability of the engine enhancements. Back to the point, within a few hours of improving our driving skills and proving them, we began to create an incredible looking vehicle. Our Dodge Neon was but a fading memory -- this was a prize, high-octane ride. We got it on covers of magazines, changed the paint jobs and vinyls; began to have a history of cars we once drove. This is why you play -- to be you and to create a truly custom ride that you probably couldn't afford in real life.

But there is a downside. The entirety of the experience is based entirely on wet, downtown metropolitan tracks. It's all bright lights, brick walls, and city traffic. This can make the "Underground" mode monotonous. And because racing can become monotonous, the quest to unlock all the awesome parts and create your stylin' ride is really difficult. We're completely fine with having to work to craft a dazzling ride, but the track designs, which often intersect, reverse, and overlap is not enough. We would have rather seen "Underground" mode travel the world -- race in the streets of Barcelona, Tokyo, some exotic areas that show actual daylight. Hell, the addition of a real-time weather system and time system, where you saw the sun rise or set, would have made Underground near perfect.



Maybe it's unrealistic to think any company could create so much only a year after the release of the last product, but the point is there is still some room for Need for Speed Underground to grow. Replays are another example of what's missing. For a racer, this puts a big dent in gameplay.

Perhaps we'll see a NFSU Underground Vol. 2 that will broaden the experience. Whatever the case, this is one of the best racers of the year and its customization innovations make it worth owning this holiday season.

If you're into the multiplayer scene, Need for Speed Underground is only two-player on all the platforms (if you don't take it online) and allows you to participate in all three styles of racing, including the fresh new Drag and Drift modes. There's an unfortunate catch, however: you cannot haul your customized ride over to a friend's house on a memory card and boot it up to go head-to-head. You both will only have access to the cars that are unlocked with the main profile. Only the online players get to tout their custom rides in multiplayer, it seems.

Despite some of the lacking variety or other things that are easy to nitpick over, Need for Speed Underground still comes highly recommended.

Online
Underground follows in the footsteps of other EA products and supports online for both the PlayStation 2 and PC. In fact, like Final Fantasy XI you can play cross-platform. For a really in-depth explanation, check out this Insider feature on NFSU's online functionality. For an overview, there are a few things you should know.

With up to four-player support over the Race, Drift, and Drag modes, broadband users are pretty much the only ones that will be able to play -- for a racing game this fast there's too much lag otherwise. You are able to bring in your customized ride and stack it up against everyone else's. In fact, enough attention has been paid to online that there are a few special features you won't get otherwise. You can view others' cars before you choose to race them and EA even created a special matching tool that tells you what your chances of beating an opponent are. There are even magazine covers that you can only earn if you play online.

The dynamics of all the race modes changes because traffic is gone from the equation; plus, you'll be dealing with real human opponents so catch-up AI or predictable driving won't be found. This makes online a hugely worthwhile experience. From the detailed weekly leaderboards to the special reputation meter, where you will earn and lose reputation based on who and how you race, Underground's online is fantastic. The only catch is lag could be a problem. In our early tests we experienced some lag over our very high-speed office connections. For a racer, every millisecond behind you may be counts, so be aware results may vary.

Also, since you earn style points in online mode, it's actually a perfect break from single-player because you'll still unlock stuff to customize your ride.

Graphics
There's no question that Need for Speed Underground is one of the most effectively beautiful racers out there. The reflection and lighting models that bounce a dizzying array of colors off of the puddle-ridden asphalt are jaw-dropping. One of the first platforms we saw Need for Speed Underground on was the PS2 and we thought it looked like a high-end Xbox title. As a PC game, if you've got high-end hardware you'll get amazing results.

A lot of this definitely owes itself to the programming talent at Black Box, and its previous experience demonstrated with Hot Pursuit 2. However, a really big element is the tricks it plays on your eye. EA hired an Oscar nominated visual effects expert to consult on the art and lighting. The result, as we're sure you'll agree, from the available screenshots and movies, is incredible. Seriously, the lighting from the vehicles, the amazingly well implemented texture work, and overall effect is dazzling.

Framerates are also much better than they are on the consoles if you have the right hardware. But, all you see are wet streets and nighttime lights -- it's like the engine was created to do one thing really well, but not stray from it. Nonetheless, it provides some serious eye candy.

Otherwise, car models are smooth and impressively detailed (especially as you upgrade them), and particle effects, especially during crashes, are quite beautiful. The physics allow for fantastic, exaggerated slow-motion crash sequences that sends sparks showering the street and the animation that results from it all is gorgeous. Sure, we could have used to see a real-time destruction model, but what is here is very pretty.

Sound
EA Trax strikes back. The publishers growing library of high-profile artists continues to impress. Bands and artists including the likes of Lil' Jon, Rancid, and Crystal Method offer up a huge range of styles from rock to rap. So, while it doesn't exactly try to craft a consistent mood for this "Underground" racing circuit, it does offer everyone something. Also, in usual EA Trax fashion it even has exclusive songs from artists like Petey Pablo written just for the game. Very impressive (even if songs written around game titles is a bit lame).

Meanwhile, sound effects are also very impressive. EA's experts took to the garage and mic'ed up real cars to get the library of effects. There's a lot of crisp metal-on-metal crash sounds, screeching tire effects, and when you Drag race the backfire of your turbo, grinding gears, and NOS sound fantastic. All of this is offered up in surround sound.

You won't be disappointed.


Closing Comments
Need for Speed Undergound grabs you with its sky-high production, and hooks you into its impressively designed single-player mode. The beautiful visuals only heighten your desire to race. But the real kicker here, and the focus of the whole experience, is customizing your ride. If you're not into that element, don't go out and try to buy this as a stand-alone racer. You really have to be dedicated to the car creation, and you have to have the patience for it.
All I see for a title like Need for Speed Underground is room to grow. If this is the ground level, this is a fantastic start. EA could easily craft it into its "Big" series of games if it wanted to, and this would make more sense for the exclusion of a police chase mode -- that's probably the thing we missed most about Underground, as it's a definite side-project for the franchise.
I highly recommend this to racing fans that are into the customization element. Just be warned of the tracks monotony -- the diversity comes in the mind-bending amount of aesthetically different vehicles you can create. Multiplayer, especially Drag mode, is also really entertaining. And if you can get online with the PS2 or PC, you've got a lot of playtime ahead of you.

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Monster 4x4 [WII]





Review
by Mark Bozon

A couple months before E3 of this year, Ubisoft released Monster 4X4 World Circuit, and like most mediocre games it ended up being lost in a sea of shelf space. While the game showed some potential and a smash-mouth style to go with it, its execution came up seriously short, offering extremely one dimensional racing that had us begging for more after only a few quick minutes. Now that it's Wii launch time, Ubisoft decided to take one more crack at the game, giving the design a bit of an overhaul and teaming it with the Ubisoft Steering Wheel peripheral much like GT Pro Series to try and add to the value of the package. The final result: Monster 4X4 World Circuit for Wii, a game that manages to squeeze a bit more entertainment out of an otherwise mundane control scheme by incorporating some simple motion control while simultaneously managing to drop the graphical presentation to an almost insulting level.

Monster 4X4 World Circuit is ultimately a stronger effort than the Xbox version before it, but it's still a long way from excellence. Though we don't really consider the game to be a port, Monster 4X4 World Circuit does have a bit in common with the previous iteration. Racers will select from a number of bulked up 4X4 trucks, enter into either a quick race, world circuit challenge, or multiplayer match, and rip around tracks inspired from locations around the world. Taking center stage, the World Circuit mode is where the bulk of the gameplay can be found, spawning new challenges as you race week after week against rivals in hopes to pull off huge tricks, score gigantic points, and cash them in for vehicle upgrades. All in all the design sounds like a winning formula for basic arcade racing, but in the end the game is plagued much like its previous release by not only huge issue, but a number of imperfections throughout the entire design.



For starters, the game's presentation and visual design has been greatly downgraded, as we're seeing the same vehicles from the Xbox version now scaled down to near GameCube status. In addition, a ton of the overall style previously found in the franchise has actually been replaced, changing huge neon icons and speed-tunnels for a more modest and kid-friendly design. The games heads-up display has a very simplistic and blocky look, the effects are a bit more basic, and many of the tiny quirks such as in-level traps and shortcuts have been taken out entirely. On the surface the game seems to be a sequel to the version we played a few months back, but in reality it's actually a much more basic design.

On the other hand, the overall gameplay of Monster 4X4 has actually gotten a bit of a bump, and credit is due entirely to the Wii controller. Not only is basic driving done by twisting the Wii-mote like a steering wheel, but the actual trick system makes use of basic movement as well. While the previous game had players simply holding the analog stick in a direction as they neared the launch point of gigantic ramps, the Wii version uses actual movements to pull off stunts. To do a backflip for instance, player swill actually swing their hands in a large forward/backward "O" shape as if they were actually grabbing the front of the truck and pulling it up and around in a full circle. For corkscrews, a similar shape is done from left to right in a cranking motion, while air-spins are pulled off by quickly rotating the Wii-mote left and right. The basic steering in the game still feels a bit slippery, and it takes a lot of movement to get a full turn out of the wheel, but it still gives off a decent rally feel to the game regardless. As for tricking, the front/back flips work without a hitch, while a few of the more complex moves can have some motion recognizing problems. In addition, the instruction booklet shows only flipping moves, and simply tells players to "experiment" to find others. If we hadn't previously played the game under Ubisoft's direct supervision we may not have even found a few of the actions for quite a while.

As for the general feel of the game, Monster 4X4 offers some decent - but simplistic - arcade racing, while missing out on some necessary speed and difficulty. Races feel nearly identical as you blast though the different events, having the actual world areas of Giza, Barcelona, Mt. Rushmore, and Sydney being the only major change, and even then the different locations only act as a backdrop to the competition. Whether your blasting through the sandy desert in Thebes or doing snow-rally in Moscow the gameplay is still almost identical, offering only a few attack power-ups, speed boosts, and nitro cans to collect. The balance between cars is also a little disappointing, as the overall speed is the most important attribute, so while points can be distributed into handling, shield, destruction, stunt, and nitro as well most players will be focusing on one main car throughout the entire World Circuit, upgrading speed as the primary objective.

All things considered though, Monster 4X4 World Circuit actually shows a lot of potential for a sequel, and if the game lands in a stronger developer's hands with a bit more time and cash to work with the franchise could actually see some time in the spotlight on Wii. The gameplay still has some entertainment strictly in the motion control and arcade feel, and the design is already focusing on the little things such as car color, decals, and upgradeable stats for racers. There just needs to be more focus on the core gameplay and visual presentation as well, which is something that Monster 4X4 misses the boat on far too much in this version. Plug in a more polished racing engine with a bit more depth to the controls and all of a sudden the different locales, World Circuit races, and basic four player multiplayer improves in leaps and bounds because of it.

Closing Comments
Monster 4X4 World Circuit follows the same route as GT Pro Series, proving that there are a few titles during Wii’s launch that are out to make a quick buck rather than actually pioneering their genre on the system. While Monster 4X4 adds more entertainment around the included wheel peripheral and an overall stronger game than GT Pro Series, it still suffers from downgraded graphics and an overall lack of style when compared to its Xbox predecessor that released just a few months ago. The game’s overall control and trick system has been improved because of the Wii controller though, and even makes for a few entertaining moments during otherwise monotonous play, but the game lacks a polished feel in almost every area. The presentation is very weak, having menu interfaces that often look more like DS art than Wii, and course design leaves little to enjoy after only a few times around the track. Ultimately Monster 4X4 World Circuit will leave players with a generally cheap and unsatisfied feeling, as the entire production could have used more effort in virtually every facet of its execution.

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Motorstorm - Arctic Edge



Review

Description

MotorStorm Arctic Edge sees the music, the festival and the brutal off-road racing arrive in the breathtaking yet lethal and unpredictable setting of Alaska. With temperatures plummeting, sudden avalanches, broken ice bridges, and three different racing altitudes, this is possibly the most inhospitable environment the MotorStormers have ever had to deal with. With grip at a premium, and in addition to the six existing classes from the original MotorStorm, two new vehicles have been introduced to combat the ice, the cold and the snow - the Snowcat and the Snow Machine. One has the power and size to blast through packed snow, whilst the other has the grip and pace to combat most of what the sub-zero conditions can throw at it.

Features

Stunning Alaskan Environments -- Tracks are modeled after the rugged Alaskan landscape featuring a unique blend of narrow mountain passes, giant ice caves, long ice bridges, and treacherous terrain. Players must battle through each race facing a number of weather conditions including snow, rain, and wind.
New Vehicles -- Two new vehicles are available specifically to tackle the Alaskan terrain including the nimble Snow Cat and more forceful Snow Plow.
New Tracks -- 12 available tracks that show off the unpredictable nature of the rough Alaskan setting. Each of the tracks will be accessible to race in reverse for added race variety.
Multiplayer Racing Action -- Up to eight player online as well as ad hoc racing. Global leaderboards are available to show off the top ranked players in all game modes as well as single player Time Attack.
Bobsleigh corners -- Vehicles power, slip, and spin through a variety of icy structures with only boost to provide control.
Avalanches -- Snow-baked terrain brings the imminent hazard of avalanches, triggered by players sounding their horn.
Collapsing Ice Bridges -- Travel over these in a heavy vehicle and risk the chance of it collapsing behind you.
Customize Vehicles -- Players can personalize each vehicle in the livery by updating with a selection of various parts including wheels, exhaust, spoilers, and sponsorship stickers. Players can also create their own liveries from a set of base patterns and decals.
Photo Mode -- Snap and save the best action photos and send to friends.
Cutting-Edge Artificial Intelligence -- A.I. analyzes the race and surroundings and reacts in the most realistic manner possible. Not only will the competition try to win the race at all costs, but the A.I. will react to situations realistically, such as locating the best routes and changing the level of driving aggression based on player actions.
Attacking and Offensive Driving -- Players must not only try to win the race but survive against the other racers. Combat-like racing takes center stage as the vehicles are the weapons.
Soundtrack -- Players will have the opportunity to add music from a memory stick to create a full list of customized tunes to inspire each race.
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Sonic Riders


Sonic Riders

“Dr. Eggman has thrown down the gauntlet, calling out Sonic and friends to join his World Grand Prix. But, just what is the egg-shaped genius really planning? And who are the legendary riders known as the Babylon Rouges that beat Sonic to the signup? At unparalleled breakneck speeds, you'll catch the turbulence air stream of your board-bound opponents and blaze past them while busting out wild stunts and tricks. Take full advantage of your characters' talents in Speed, Power, or Flight and challenge up to three friends to find out who really is the fastest rider in the world!”

Review
Someone at Sonic Team has really got to lay off the Marketing for Dummies books. Undoubtedly discovering that players sometimes gravitate toward games with guns, the pioneering Japanese studio last year created Shadow the Hedgehog, which was more or less Sonic Adventure with weapons. The added shooting mechanics were arguably the weakest additions to the formula. Now comes the racer Sonic Riders, a concept that initially seems to make sense for SEGA's speedy mascots. After all, Sonic R for the defunct Saturn console had potential and the best bits about recent hedgehog games have been the frenzied, rollercoaster areas. Unfortunately, the developer once again opened up its marketing book, took a look at the success of EA's SSX franchise, and decided that its blazing fast characters would be better served on snowboards. They aren't.

We can't write that we agree with the direction that Sonic Team has seen fit to take its classic characters, but neither can we state that Sonic Riders is a catastrophe of an effort. Fact is, this is a much better game than Shadow the Hedgehog, whose mechanics were flawed at every turn. Riders, in contrast, never fails to deliver gamers an engaging sense of speed and mostly unpredictable tracks. Control is neither as tight nor as deep as we would have liked, but it's competent, and forgiving fanatics will find some thrills waiting when Sonic and friends catch air.

Presenting the Hedgehog
For as much as we may gripe and grumble about some of Sonic Team's design choices, we don't have too many complaints about its presentation of the famous hedgehog and his friends. Riders begins with a crispy clean full-motion animation that details the minimal storyline, which serves as the backbone for the races that follow. Sonic comes into a new Chaos Emerald, but before he can snatch it up, a snowboarder drops from the sky and steals it. When Sonic follows, he discovers that his old nemesis, Dr. Eggman, is behind the thievery and, further, has challenged the hedgehog to compete in a series of events to win back the stolen item. Players are required to trek through the title's story mode in order to unlock tracks and characters and there are pivotal cinematics between levels, which adequately separate the action and move the premise forward. This tale won't win any awards, but it does at least unfold with real-time cinematics, which are themselves complemented by overcooked, yet somehow appropriate, voice acting.



The SEGA hardcore will be pleased to know that Sonic Team has not skimped on the license. In addition to a story mode, the title boasts a massive selection of old and new mascots, including everyone from Sonic, Tails, Knuckles, Amy Rose, Jet the Hawk, Storm the Albatross, and Wave the Swallow to Dr. Eggman, Shadow the Hedgehog, Rogue the Bat, Cream the Rabbit, Robo 1 and Robo 2. Gamers can also use collected rings to shop for new snowboarding gear for their favorite characters, extending replay value.

Really, though, Riders is all about the fast and unpredictable races and Sonic Team has done a solid job of delivering on speed and anarchy. As in any racer, the main objective is to finish ahead of any competitor, but Riders serves up a few twists, some of them literal. The mascots hop onto hovering boards and blaze through courses, spitting out the occasional trick, grinding the rare rail, and catching air when the opportunity arises. There is a shallow, but enjoyable trick system in place. Gamers need only press in a given direction to execute in-air moves and then land for more points. Players looking for any extra depth in the setup, however, will find themselves very disappointed. Sonic and friends can execute speed bursts to catch opponents and for added air time, which adds welcomed flexibility in matches. The downside is that using too much boost causes the characters to run out of energy and they'll need to stop for a recharge, a tedious, unnecessary process that slows the racing experience.

The game introduces a unique turbulence system, which enables riders to literally surf the wind trails of their competitors. It's a refreshing idea and it's made more enjoyable by the fact that tricks can be executed and linked into combos between different turbulence systems. Some level of skill is additionally required to identify the turbulences, ride and link them. If there's a drawback to this element, it's that the wind trails tend to play the racer for gamers. Once inside a turbulence system, participants could set their controllers down and advance anyway.

Sonic Team has done respectable work of mixing up the levels. Riders will race through everything from a futuristic Metal City and Splash Canyon to Dr. Eggman's Factory, a lush jungle known as Green Cave, and even some Sand Ruins. The variety is commendable. That noted, we think the studio missed an opportunity with the design of the courses, which as a whole lack the twisting corkscrews and loop-de-loops that have rocketed Sonic the Hedgehog to stardom. There are also occasional camera issues to contend with despite the fact that the action is mostly forward moving. We have to also note that we kept wondering why SEGA didn't simply contract Amusement Vision, which made the spectacular F-Zero GX, to design this racer? The F-Zero engine - everything from sense of speed to control and graphics - is well beyond the code serving Riders.

On top of everything else, Riders boasts a variety of multiplayer modes, all of which run smoothly even with up to four players in split-screen competition. The action is more enjoyable with two players simply because it becomes difficult to ascertain exactly what is happening on-screen in four tiny windows, mostly because the title moves at a speedy pace and features unpredictable track work.

Sonic Riders looks and sounds like Sonic Adventure with snowboarders. The same visual and aural ups and downs exist, in other words. What that translates to is a colorful experience that runs at 60 frames per second and in progressive scan on GameCube and Xbox. Sonic Team has injected levels with some added graphical effects, from advanced particles that stream and explode to welcomed depth of field blurs and heat distortion shimmers. Many of the backgrounds come to life with animation, from falling sand to flowing water. Even so, the stages lack geometry and texture detail, which means objects tend to look blocky, undefined and, in some cases, blurry up close. We're willing to sacrifice image quality for a smoother framerate, particularly for a racer, but there are prettier competing games on the market that simultaneously boast a silky fluidity.

The audio portion rocks out with typical cheesy guitar riffs, but also features a few surprisingly ambient and worldly tracks that in our opinion better fit with the themes of the different locales. Of course, everything runs in Dolby Pro Logic II for full surround sound.

Closing Comments
Sonic Riders has its moments and I think that some diehard fans of SEGA's mascots will be able to appreciate these instances more than anybody else. Whizzing forward at a fast jaunt, catching some air, landing into a turbulence system and blazing along can be a fun and entertaining undertaking. Meanwhile, purists looking for a big selection of characters and a new Sonic storyline, although thin, will definitely find both waiting for them in this new racer. Sonic Team has with Riders cut out the tedious exploration elements found in previous hedgehog outings and instead tried for a game almost entirely centered on rollercoaster thrills and speed – and I admire that.

But some silly and unnecessary design choices remain. Sonic is one of the fastest videogame mascots alive, so why has he been made to ride a sluggish snowboard in this new racer? I could forgive this were it not for the fact that Riders is neither as fast as a game like F-Zero GX, nor as tight or deep as a snowboarder like SSX. It lacks the beauty of both aforementioned racers, too. What we're left with is a game that arrives as a mildly enjoyable alternative to better offerings – and likely one that only unrelenting fans will be able to celebrate.

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