Even Sonic and the Secret Rings had tighter controls than Zero Gravity's end design. For whatever reason, the steering isn't tight enough overall, so characters like Knuckles will often run into walls simply because they can't turn fast enough, and Wii tilt users will find that movement with the remote needs to be far more exaggerated than most games, yielding less turnout as well for their efforts. Where the original fell short, however, Zero Gravity again fails, as the air board mechanic is a bit too slow for our liking (nowhere near the intensity of something like F-Zero GX), and the control is very clunky, using Wii tilt or PS2 analog stick to control a very slippery, floaty character at high speeds. You'll sprint through courses, grab rings, power up your air board – why the fastest animal alive doesn't just run is beyond us…- and attempt to take first place in some of the craziest track design since Extreme G on the N64. Putting all story aspects aside, Zero Gravity is basically the same design as the original Sonic Riders experience. The level design is interesting, but the sense of speed isn't. With an evil entity out to capture it, it's up to the Sonic Team to do what they do best: Embrace speed, and raise hell. As for the story, it's pretty basic, centering around a new gravity-manipulating bracelet that the Blue Blur finds. Since the design ends up having little to do with anything Sonic-related at all (speed aside, of course) the game ends up feeling a lot like Mario Kart or Crash Team Racing, as you're basically getting a new experience teamed with classic characters. Just like its predecessor, Sonic Riders: Zero Gravity is essentially a racing game built in the world of Sonic the Hedgehog.
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