Sonic Rivals 2 displays a slew of more enjoyable levels. Instead of automatically losing the race after falling off the track, there are multiple paths to help you recapture the lead. If you fall off an upper tier of platforms, for example, you'll land on a lower one, running through booster sections and hopping on springs to hit higher ground. You're also able to slide along rails, ride hang gliders and climb ropes while you maintain velocity. Each character has a special ability that proves practical for each race. Tails' ability to fly gives him a lift to higher platforms, while Metal Sonic's copying technique duplicates his fellow racer's move to use against him or her.
The trouble with this is that the racing action isn't fun. Sure, you keep a fast pace like in previous Sonic games but the competitive angle never really feels right. You're either trailblazing right out in front or falling way behind, not being able to use scattered power-ups or capabilities that much at all. Unlockable Circuit modes and collectible cards are available for each character, but they don't do nearly as much here as they should. The Boss battles aren't even worth mentioning -- they're exercises in frustration rather than memorable clashes.







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