Name:
Sonic Rush (All three nations)
Other Names (Nicknames): N/A
Release Dates:
November 15th, 2005 - USA
November 18th, 2005 - Europe
November 23rd, 2005 - Japan
Quality: 64-Bit, sidescrolling
platformer
Game System(s): Nintendo
Dual-Screen (DS)
Also released on: N/A
Developer(s): Sonic Team
Character Introductions: Blaze
the Cat, Eggman Nega.
Region Game Takes Place On: Unconfirmed.
Concept Introductions: The
primary introduction would be the Super Boost and the tension gauge,
which are welcome additions to Sonic. At any time in a level, you can
press the X or Y buttons to boost forward at the maximum possible speed.
However, doing so drains your tension gauge, but this isn't a problem
as long as you refill the gauge with tricks and items. Also, when your
tension gauge reaches 300%(meaning three full gauges) you gain the ability
to dash as much as you want without depleting the gauge. This fades
over time, but only if you fail to continue doing tricks.
*On a side note, this is also the first appearance of GUN robots in
a side-scroller. Also, the bosses, while fought in a side-scrolling
manner, take advantage of their 3D environment to launch attacks and
such.
Concept Deductions: Unlike
in the Advance series, there are only two playable characters, Sonic
and Blaze. The two play in similar ways, but are also unique. Sonic
is obviously the faster of the two, and comes complete with spin dash
and Jump Dash actions, as well as the new Super Boost. His tricks, the
Hop Jump and Humming Top, leave something to be desired however. Blaze
on the other hand, though not as fast with her Fire Boost, is stylisticly
different, and benefits from the Burst Dash(a spin dash variation),
and the Burst Hover(her alternative to a homing attack), as well as
her tricks, the Axel Tornado and Jump Step, being superior.
Besides
that, the traditional level-specific enemies have been replaced with
various styles of Egg Pawn. For example, the Pawns in Night Carnival
are similar to the ones from Casino Park in Sonic Heroes, while the
Water Palace variations have a unique Knight motif. Also, the lamp posts
have been replaced with Sonic Heroes style checkpoints that fill your
Tension Gauge a bit when touched.
The special
stages have also changed. Unlike past Sonics, the Special Stage entrance
has taken the form of the Special Generator, which is essentially a
floating turnstile that Sonic uses his Super Boost to turn and create
a dimensional distortion, which catpults you into the Special Stage.
The Stage itself is controlled entirely by the DS's touch screen, you
simply touch where you want Sonic to go, and he goes. The style is a
throwback to SOnic 2, as you are running through a halfpipe collecting
rings. The best part I see is that Tails isn't around to hit mines and
lose his contribution to your cause. In case anyone is worried, the
Stages aren't incredibly difficult, a little practice is all it takes.
Storyline:
Basically,
Eggman's up to his usual tricks, or at least Sonic assumes he is as
he races through the forest, eliminating the Egg Pawns in his way. Finally
he comes across Eggman, and with a quick butt kicking session, Eggman
beats a retreat, leaving behind a mysterious jewel, similar yet different
from a Chaos Emerald. As Sonic moves in to inspect the Jewel, a mysterious
cat swoops in and grabs it, saying something about finding the second
one. She thanks Sonic for beating Eggman for her and dashes off. Who
is she? And what was that gem? Play and find out.
Personal Criticism/Opinion:
Overall,
I like this game. It could be considered the definition of what Sonic
the Hedgehog games are about, fast and furious gameplay. No complex
plots, no whiny goth Hedgehogs, a small amount of corny dialogue(the
power of friendship to be specific, you've been warned), just awesome
gameplay.
The
only real concerns are that the levels are fairly straightforward, similar
to the Advance games, though this isn't bad, I mean, how else could
you exploit your Super Boost? Not on platforms, that's for sure, and
believe me, I've tried. And the lack of character options is a slight
problem. Sure, it simplifies things, but it reduces variety. Of course,
to be fair, no other characters really have a way to match the Super
or Fire Boost.
Let's see some GAMER'S PERSPECTIVE:
Replay value? Getting S-Ranks and Time Attack scores is about
it really, unless you're like me and like to replay levels for fun.
Graphics? The backgrounds are very well done, and the 3D characters
and bosses are well done considering this is about an N64 level system.
When the game was in its early days prior to release; slowly budding
from the media and press releases, the game's graphics were compared
to that of Sonic Blast's — in other words, hideous, to say the
least. But, like always, the release has proven this title's worth in
the visual department as it astounded fans with vibrant colors, detailed
texturing, well-done 3D character models (for 64-bit, anyway) and extraordinary
complexity in each level's infrastructure. Definitely one of the best
in the sidescroller persuasion.
Music & Sound Effects? The music, compiled by acclaimed
Jet Set Radio composer Hideki Naganuma has a strong quality and has
an overall fresh feel about it — something you'd see
unexpectedly in a Sonic title. With an intricate mixture of house, jive,
pop, hip-hop and techno inspired beats and randomly placed vocal sound
effects, each level showcases the game's fast-paced atmosphere with
an equally as action-packed and electrifying soundtrack. Each level
has a titled theme, with a remix for Blaze. However, the overall integrity
of the OST has a questionable relationship with what we know as classic
Sonic game tunage. It's cool and all — but many think it just
doesn't fit for a Sonic game. But, as usual, our stance on it is indifferent.
The only gripe I have is that Tails and Cream cheer during bosses, and
their high pitched squeals get annoying after awhile.
Storyline? More involved than the advance games, but still
fairly basic.
OVERALL RATING? I rate Sonic Rush as a 9.5/10.