SONIC RUSH (DS)
The last decade has seen SEGA’s iconic identifier Sonic the Hedgehog cut an increasingly divisive figure. Lurching between a scattergun mix of inconsistent spin-offs, ill-judged 3D ventures and periodic attempts to recapture old glories, there was mounting concern that Sonic may never recapture what had once made his games so uniquely brilliant. But though the series’ console troubles have been amply documented, it’s worth noting that Sonic’s portable outings have suffered no such identity crisis, and Rush ranks amongst Team Sonic’s finest efforts.
Playing Sonic Rush, it’s difficult not to draw parallels with the blue hedgehog’s Mega Drive heyday. Not only does it capture the frenetic pace of the early nineties platform classics, it backs it up with an abundance of style and quality in design. It’s inventive, accessible, challenging, varied and beautiful – Sonic’s definitely got his swagger back here.
Featuring seven zones that each comprise two levels and a boss fight, Sonic Rush sees the titular hedgehog in pursuit of committed troublemaker Dr. Eggman who, as per the usual, is up to his usual maniacal schemes. This time however, Sonic’s not alone, as in a parallel to his own adventure, new protagonist Blaze the Cat is also seeking to give the good Doctor a hiding.
Sonic Rush has all the ingredients that made the portable GBA outings work so well, and it uses the dual screen to fantastic effect
Their adventures see the pair traversing the same levels, albeit in a different order. So whilst Night Carnival is the starting point for Blaze’s quest, it’s the fourth zone for Sonic. Blaze’s presence as a playable character is welcome, if somewhat inessential. It’s a shame that she controls so similarly to Sonic, with only a hover ability to differentiate from her counterpart. With more similarities to Tails than Knuckles, her stages don’t tend to play out all that differently. Still, looking at things glass half-full; Blaze’s levels are just as fun, and it’s no hardship playing through an alternative version of the story.
But whether you’re tearing up the levels as a hedgehog or a cat, it’s joyous fun regardless. Sumptuously fast and incredibly smooth, the design is intuitive and despite the insane velocity of the action, there are commendably few cheap deaths. The controls are some of the most direct and responsive in a Sonic game, and fans will be buoyed by the tough difficulty level which, save for a severe spike on the torturously difficult Altitude Limit zone, offers a balanced but demanding test of your platforming skills.
But whether you’re tearing up the levels as a hedgehog or a cat, it’s joyous fun regardless. Sumptuously fast and incredibly smooth, the design is intuitive and despite the insane velocity of the action, there are commendably few cheap deaths. The controls are some of the most direct and responsive in a Sonic game, and fans will be buoyed by the tough difficulty level which, save for a severe spike on the torturously difficult Altitude Limit zone, offers a balanced but demanding test of your platforming skills.
Key to the game’s success is its ability to draw on great design tropes from earlier instalments, whilst also challenging the player with an increasingly broad repertoire of platform challenges as they progress. Leaf Storm is a forgiving, archetypal Sonic opener, whilst the gorgeous Water Palace makes smart use of the DS’s twin screens, challenging the player to seek higher routes on the top screen in order to avoid the risk of the dreaded underwater sections that lie in wait along the bottom one. Dead Line introduces mind-bending gravity reversals and sprints along ceilings, whilst Night Carnival evokes positive associations with the classic Casino Nights zone from Sonic 2.
Sonic Team really found form with Rush, and this is evident in all aspects of its presentation. Visually, it’s pitched just right; utilising the relative strengths of the DS. There’s a pleasant retro vibe that permeates, but it’s also incredibly slick and high-end feeling. The backgrounds are elaborately and extensively furnished, beautifully coloured and pin-sharp, with every theme as well-realised as it is different from the one that preceded it. The action goes like an absolute rocket, and the smooth transitions between screens will make fan’s hearts sing with contentment.
Sonic Team really found form with Rush, and this is evident in all aspects of its presentation. Visually, it’s pitched just right; utilising the relative strengths of the DS. There’s a pleasant retro vibe that permeates, but it’s also incredibly slick and high-end feeling. The backgrounds are elaborately and extensively furnished, beautifully coloured and pin-sharp, with every theme as well-realised as it is different from the one that preceded it. The action goes like an absolute rocket, and the smooth transitions between screens will make fan’s hearts sing with contentment.
And it’s not afraid to venture a few new ideas. Whilst the music mixes elements of dance and hip-hop, the vibrant, catchy nature of the Sonic experience means they suit the levels really well; it’s one of those soundtracks that will have you humming along without you realising it. Rush really knows its audience, managing to put a modern and successful spin on some classic formats. The bonus stages are a perfect example; the half-pipe high-jinks of Sonic 2 have been refreshed through the implementing of stylus control to navigate the hedgehog side to side. Similarly, the Klonoa-esque pseudo-3D bosses are a gamble, but work really well. Performing tricks with ‘B’ may not be to everyone’s liking, but in chaining abilities Sonic is able to maintain his rush ability and plough through levels at immense speed, and just as in the Tony Hawk games, there’s an art to maintaining and stretching these combinations around the level’s obstacles.
It’s one of the most addictive and engaging Sonic games for a long time. It’s true that the speed is intense, but this would only be a problem if the level design broke down around it, and it doesn’t. For all the pinball-inspired hurtling and showy corkscrews, there’s a great deal of platform gameplay and challenge to Sonic Rush; this isn’t something you’ll finish in a sitting. So if you’re longing for Sonic at his scintillating speedy best, but have become disillusioned with his more recent console escapades, then Rush just might be the game to restore your faith; an awesome, adrenalin-soaked platformer of the highest order.
It’s one of the most addictive and engaging Sonic games for a long time. It’s true that the speed is intense, but this would only be a problem if the level design broke down around it, and it doesn’t. For all the pinball-inspired hurtling and showy corkscrews, there’s a great deal of platform gameplay and challenge to Sonic Rush; this isn’t something you’ll finish in a sitting. So if you’re longing for Sonic at his scintillating speedy best, but have become disillusioned with his more recent console escapades, then Rush just might be the game to restore your faith; an awesome, adrenalin-soaked platformer of the highest order.
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VERDICT
Visual: 10/10
Audio: 8/10 Gameplay: 8/10 Longevity: 7/10 OVERALL: 8/10 |