Sonic Riders: Zero Gravity

Sept 21, 2007

Now, say out loud that you think the original Sonic Riders was a bit rubbish, and you'll have an army of blue hedgehog fans purposely showing you Sonic's trademark hand signal the wrong way round. But, guys, it was. Floaty, sticky, interminable, nearly-on-rails "racing" that reminded us of Kirby Air Ride - not a good thing.

Zero Gravity could be much better. Wii's tilty nature was surely born for 3,700kph anti-grav hoverboard racing; improved visuals and an outer-space setting will slap the face of the last game's uninspiring Green Hill Zones and lava-spilled caverns; and "unique gravity control moves" mean we're now pelting along walls and running on ceilings like footage of the spider olympics on fast forward. In truth, Sonic %26amp; The Secret Rings was halfway to being Sonic Riders - if the speed, imagination and satisfying tippy-turniness of that little beauty is back, we're all ears. Spikes, sorry.

Oh, and February 2008, Sega? You want to be careful about getting too close to a little thing that has Mario at the start and Kart at the end.