![]() There's two sets of tracks- one for the Heroes team (Sonic, Tails, and Knuckles) and one for the Babylon Rogues (Jet, Wave, and Storm). Though this gripe is much less apparent in Zero Gravity thankfully. However, again like Sonic Riders, eight of the tracks are altered versions of the original eight tracks. Like Sonic Riders, there's sixteen different tracks to speed through. ![]() Those new to the Sonic Riders series can feel right at home as there's a welcomed tutorial mode so any beginner and get into the game at their own pace. In certain straightaways you can leap off falling debris to gain speed and gravity points to pull off impressive feats of aerial acrobatics. There's also the gravity dive which is great for speeding ahead of the pack. This is perfect for navigating those sharp corners on a track. You can then turn on a dime, let go of the button, and then boost in the direction you're facing. The gravity control is used by holding a button down which will slow everything (except other racers) down. The power of gravity can be used by every character, and every character can harness that power in one of two ways. Now you have Gravity Points which are gained by performing tricks and depleted by initiating a gravity move. Those days of worrying about air are over. There's plenty of new content of abilities to make Zero Gravity much more different compared to its predecessor.
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