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Sonic Rivals Review

PSP Review by Rob Fahey

11 January, 2007

I wasn't really sure what to make of it when Sonic Rivals dropped out of a jiffy bag onto my kitchen table. Only days after suffering my way through the agony of Sonic the Hedgehog on the Xbox 360, the unwanted appearance of yet another Sonic game felt nothing short of downright cruel. Had I done something to offend Kristan, Eurogamer's review commissioning overlord? Was this to be my punishment - an eternity of frustration at the hands of a spiky blue hedgehog? We used to be friends, man.

Unfriendly Rivalry

"This one's apparently good," he protested on MSN. That's probably what Brutus told Caesar about the knife he'd just stuck into him, too.

My diatribe must come to an end here, however - since once I'd actually popped the disk into my PSP (taking care to wipe off about six months worth of dust first), something wonderful became apparent. This one's actually good.

For the nocturnal speed-freak's new PSP outing, US developers Backbone Entertainment have done what we've all wanted Sonic to do for years - they've dispensed with the 3D gameplay which has formed the core of the series since Sonic Adventure on the Dreamcast and replaced it with a system that merges 3D graphics with resolutely 2D game mechanics. So yes, the game's tracks are gloriously colourful 3D, and they twist about and curve from side to side in a manner which would give Escher a headache, but from the player's point of view everything stays fixed on a 2D plane. It's a completely natural approach for the series which allows it to recapture the speed, grace and smooth playability of the original Sonic titles, while simultaneously giving modern players the dose of 3D gratification they demand.

'Sonic Rivals' Screenshot 1

It's 2D, but in 3D. And it's even got blue skies. Aaaaah.

Indeed, if we were to compare Sonic Rivals to another game, it wouldn't be any of the recent 3D Sonic titles - it would be Namco's woefully underrated Klonoa games, which were among the best showcases for the "2D platformer, 3D graphics" approach. Indeed, Backbone seem to have been heavily influenced by Klonoa in many places; the design of the fairground levels, in particular, owes much to Klonoa, while the boss battles in the game use a circular level design (where the player runs around a series of platforms which circle around the boss) which was also used to great effect in Namco's game. The comparison is intended in the most flattering way possible; a marriage of Sonic's speed and action with Klonoa's superb implementation of 2D-in-3D gameplay is a brilliant idea.

The other "big idea" which Sonic Rivals introduces is the eponymous "Rivals" concept. Since Sonic's focus is so heavily on speed - something which has been lost in some of his more recent videogame outings - Backbone decided to introduce a strong racing game element to Rivals, by putting another character on the level with you and challenging the player to make it to the finish line before they do. Along the way, the two of you won't just try to go faster - there are also power-ups and attacking moves that can be used to slow down or disable your rival, so it's as much a battle as a race in some regards.

Rival Schools

As a straightforward Sonic platformer, Sonic Rivals is pretty good. In fact, when it's good, it's very very good - there are large open sections of track filled with loops, jumps, zip-lines, boost gates and bounce pads which you can rip through at high speed, hitting the right buttons when you hit specific jump points to propel you onto the game's many various branching paths. Often, it's not falling off the track or dying that is the problem; it's hitting the fastest and most advantageous path which is tricky, and missing a tough jump won't punish you by interrupting the flow of the game, it'll just add precious seconds to your track completion time by forcing you to go around the long way. The overall experience of these sections is a great sense of speed and freedom which really harks back to Sonic's earliest outings at their very finest - warm praise indeed for any platformer.

However, when it's bad, Sonic Rivals can occasionally be horrid - and this most often manifests itself in blind jumps, enemies you can't see until you're practically on top of them, or obstacles which slow you down to a sudden stop unexpectedly. None of these things are exactly show-stopping problems, but they do mean that in order to beat each track, you'll have to play it a few times no matter how good at the game you are, simply because you need to repeat each track a few times in order to learn its various annoying quirks. Forcing the player to learn through trial and error isn't acceptable from the high profile game in this day and age, and it's very disappointing to see it here.

'Sonic Rivals' Screenshot 2

Your rival is never far from your heels, no matter how well you do.

The rivals element of the game, too, is something of a mixed blessing. The focus it brings to the game is very welcome indeed; it encourages players to blast through the levels and makes the entire experience much more intense than previous Sonic games have been, and it gives you a constant target to aim for as you play (both in terms of an opponent to beat, and a literal target to aim for, as you'll generally fire off your special attacks and so on directly at your foe).

However, the AI of your rival is complete rubbish, which devalues this part of the game significantly - not least because the developers have compensated by making sure that he appears on the track somewhere really near you, and if he falls too far behind, the game occasionally even re-spots him on the track in front of you. It's one of the most blatant and annoying instances of rubber-banding AI we've ever seen (for the uninitiated, that means AI in racing games which essentially attaches the computer players to you with a virtual "rubber band", so they never get too far away from you no matter how well you're doing), and it makes the game unnecessarily frustrating.

In theory, this should be solved by head-to-head multiplayer, which the game does support - but unfortunately, despite the promise of this mode, it seems to be yet another victim of the PSP's seemingly weak Wi-Fi capabilities, because there was tangible lag in all of the game sessions we played, even when sitting right next to the other player. In a game this fast, even the slightest lag severely affects the playability - you may have better luck than we had with getting a solid connection, and if so, the game will undoubtedly be very good fun in multiplayer, as all the ingredients are there for excellent two-player action. Sadly, though, our experience suggests that your mileage may vary significantly with this feature.

Burying the Hatchet

'Sonic Rivals' Screenshot 3

Boss battles mostly take place in circular arenas, with the boss in the middle, so you have to run around the track to find his weak points.

The other core problem with Sonic Rivals is that the amount of content included in the game is surprisingly small - not only in terms of the relatively small number of tracks, but also with regard to things like power-ups and special moves. Once you've played the first few levels, you've seen pretty much everything the game has to offer in this regard (and aside from having a different visual effect, many of the special attack power-ups actually have the same effect on the game anyway). Replayability, too, isn't what it could have been - the appeal of collecting all 150 cards in the game, whose plot focuses on Dr Eggman building a machine that turns people into collectable cards (well, you weren't playing it for the literary value anyway, were you?), is extremely limited, since the best rewards on offer are some somewhat mediocre costume changes for the characters.

That being said, Sonic Rivals still stands head and shoulders over other recent efforts in the franchise - and, indeed, over many other recent PSP titles - simply because the game at the heart of it all is downright fun. Zipping around the tracks at ludicrous speed with Sonic leaving a blue blur in his wake is just how Sonic games are meant to feel - and the focus on speed is perfectly accentuated by the addition of the rival. While the tracks may be imperfect (and arguably too few in number), and the rival's AI may be frustrating, this is still a game which finally merges Sonic's 3D visuals with the rock solid gameplay of the 2D incarnations, and will provide hours of fun for bored commuters, long haul travellers or anyone else who fancies pocket-sized fun with garden fauna's answer to Richard Hammond.

7/10

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Comments: 1-33 of 33 in total

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johnboy_johsnon
11/01/07 @ 08:25
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Glad to see there is finally a Sonic game worth getting (Since SA2 anyway)
ZeroAX
11/01/07 @ 08:26
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So there is really a good sonic game after rush? (calls friend to borrow psp and videoclub to rent sonic rivals)
MadMirko
11/01/07 @ 08:30
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Zipping around the tracks at ludicrous speed with Sonic leaving a blue blur in his wake is just how Sonic games are meant to feel

Exactly. More of that, Sega!
GrandTheftApu
11/01/07 @ 08:38
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The Klonoa influence is strong in this one
dudefella
11/01/07 @ 08:41
#5
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So, just like Sonic Rush then - frustrating course memorisation ahoy! Not for me.
Trip SkyWay
11/01/07 @ 09:01
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Sounds cool, might give it a shot.
brooza
11/01/07 @ 09:07
#7
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I'd get this if I still had my PSP
Killerbee
11/01/07 @ 09:14
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Ugh. Not a game for me. The last Sonic game I bought was Sonic Advance 2 and I really didn't get on with it at all. It's the "blind jumps, enemies you can't see until you're practically on top of them, or obstacles which slow you down to a sudden stop unexpectedly" and the trial and error nature of the game that I can't stand.

I'm sorry, but give me any old Mario platformer over this, any day.
Dizzy
11/01/07 @ 09:18
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It certainly looks nice. 2D in 3D... finally a Sonic game that "gets" it.
trevd72
11/01/07 @ 09:24
#10
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so 90's it hurts
Nobuo
11/01/07 @ 09:25
#11
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A remake of the original Sonic with these graphics would be worth buying a PSP for.
kangarootoo
11/01/07 @ 09:34
#12
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Well thank christ for that. A decent Sonic game, AND on the PSP. About time.
ArcMonkey
11/01/07 @ 09:37
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or is it 3D in 2D???

ahem

So there is still hope that Sonic on the Wii will be good!!!
superdelphinus
11/01/07 @ 09:38
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can someone explain to me how something can be 2d and 3d at the same time!?
Adam_T
11/01/07 @ 09:42
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'Sonic game made post 2000 in 7/10 shocker'
nickthegun
11/01/07 @ 09:42
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I agree with almost all of the the review. Its certainly the best sonic game in absolutely ages. I love the 2d factor, but the Rivals thing is hamstrung by it being teeth gnashingly frustrating. A 10 minute race where you are ahead until the final minute, only to fall foul of a blind enemy and the rubber AI zooms past you does not an enjoyable race make.

Still, i see why they did it, its just a shame that the AI isnt good enough to back it up. If they make a sequel and the iron this out it should be pretty good.

The fact that Team Sonic had little or nothing to do with it speaks absolute volumes.

Oh, I dont think it mentions it in the review, but it does continue the annoying trait of filling the game with crappy second tier characters and trying to disguise extra content as making you complete each level with every chracter, who all handle exactly the same, but with slightly different specials. You have to slog through it with sonic, then Silver, then knuckles and so on and so forth.

I completed the game with sonic and found no reason to go back and finish it with any of the other losers.
ZuluHero
11/01/07 @ 09:42
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@superdelphinus

its locked to a 2d plane (as in side on - or a camera on rails so you cant control the the charcter in that elusive z axis)

but the game uses a 3d engine complete with polygons...

for all intents and purposes its like you are playing a 2d game (like those of yesteryear) but with 3d graphics.

does that help? :)
Edited 3 times, most recently on 11/01/07 @ 09:45
SeesThroughAll
11/01/07 @ 09:46
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This review is spot on. I would have gone as far as giving it an 8, but I have always been a Sonic fanboy.

The game's biggest flaws are being really too short, and having no game-sharing, especially when the game was especially designed with two-player in mind.

Holding right on the d-pad has never been this much fun! :)
superdelphinus
11/01/07 @ 09:46
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Right i sort of get it.
You just have to perceive a 3rd dimension for there to be a 3rd dimension technically though!
floppylobster
11/01/07 @ 09:48
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But is it a 7 if you get it free in a jiffy bag or a 6 if you pay full price at your local shop?
infoxicated
11/01/07 @ 09:56
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"(taking care to wipe off about six months worth of dust first)"

Lovely little sideswipe at the psp there - and you call yourself a games journalist?

Eurogamer is quickly becoming the Daily Star of the games industry.
Dizzy
11/01/07 @ 10:01
#22
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"can someone explain to me how something can be 2d and 3d at the same time!?"

2D playing field with a 3D graphics engine. Plenty of games like this... Radiant Silvergun for example and a lot of new "2D" shooters.
superdelphinus
11/01/07 @ 10:03
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yes dizzy but that's still just 3d. Just because you are running in one direction doesnt make it 2d
Shinji [mod]
11/01/07 @ 10:12
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The graphics are 3D, but you can only move on a 2D plane - there's no ability to move in and out of the screen, so while you can *see* the third dimension, you can't interact with it.
superdelphinus
11/01/07 @ 10:39
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quite a dull conversation really isnt it?
Shinji [mod]
11/01/07 @ 10:44
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Yes :)
playgen
11/01/07 @ 13:39
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Looks interesting.....
but i sold my PSP from lack of use, ah well
faux_carnation
11/01/07 @ 14:04
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'However, when it's bad, Sonic Rivals can occasionally be horrid - and this most often manifests itself in blind jumps, enemies you can't see until you're practically on top of them, or obstacles which slow you down to a sudden stop unexpectedly'

=

ALL SONIC GAMES
Dizzy
11/01/07 @ 16:21
#29
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"yes dizzy but that's still just 3d. Just because you are running in one direction doesnt make it 2d "

Hence it is called 2D "gameplay" and not 2D graphics.
urban
11/01/07 @ 19:55
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alright so 7 is my lucky number but this is like the 7th 7 in a row !
Bassassin
11/01/07 @ 21:37
#31
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Apropos of bugger-all, but this 2d gameplay in 3d environment is nothing new - as the review pointed out, the Klonoa series featured this style, and also early PS1 title Pandemonium did this to fairly good effect. Back in them days (when it was all still trees) it was disparagingly referred to as 2.5d.

Jon.
smelly
11/01/07 @ 22:51
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"Back in them days (when it was all still trees) it was disparagingly referred to as 2.5d. "


who cares what the style is called? As long as the game is good?
jonsaan
15/01/07 @ 13:52
#33
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7? 7??????

I played this. It's horrible. Think Pandemonium on the ngage.

Comments: 1-33 of 33 in total

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