Sonic Rush Adventure review

  • Excellent multiplayer mode
  • Fun, fast levels
  • Music is good enough to remember
  • Dying in one hit
  • Awful new characters
  • Plotting new courses

Sept 18, 2007

Your first clue should be in the name; not Sonic Rush 2, but Sonic Rush Adventure. You already know what this means - so let's give a warm welcome to the return of all that extracurricular nonsense. As the (flimsy) story goes, Sonic and Tails smash-land their plane into a strange airborne structure and find themselves marooned on a tropical archipelago. There, they bump into a new pal, Marine the Racoon, and, inevitably, Blaze the Charisma-Free Cat. Our heroes club together to solve the mystery of how anyone gets paid to write this crock, a process that involves moving from one island to another, navigating themed worlds.

You don't automatically move from one island to another upon completing a level: instead, you've got to plot your course from one island to another using the stylus and then manually sail your way to your destination. Occasionally, and boringly, you'll find yourself needing to replay old levels to collect vague materials so that Tails, hopelessly miscast as chief designer of watercraft, can devise a new boat capable of propelling you to ever-further lands. The problem is that while none of the minigames are that bad, equally none are likely to pop into your head while you're writing your memoirs. Worse still, these often dwarf the game; you can spend upward of five minutes plotting a course to a tiny island, all for about 48 seconds of action.

Ah, yes, that brings us to the main game. When listening to the criticisms of the previous games, the developers clearly paid attention for a short while but soon got distracted and started doodling yet more rubbish sidekicks to add to our lives. In some ways it's improved - the too-long level length of the original Sonic Rush has been halved, as an example - but by the time you reach the third level, you realise that it's largely business as usual, and business is killing you in one hit.

Sonic Rush Adventure uses its dual-screen display as an excuse to repeatedly punch you in the back of your head. Unseen death rains down on you from above, and it's impossible to see it coming on your first play. It's a similar story down yonder; bottomless pits are plentiful, and in a game that's structured as vertically as Adventure is, there's simply no excuse for them to be there.

These criticisms are also true of the first game. But in analysis, Adventure is a step backwards because it seems ashamed to be a Sonic game. You'll find yourself on stupid bouncy platforms, your momentum broken by dodgy 3D mini-games and participating in extreme sports that ceased to be rad years ago. It's saved only by an excellent multiplayer and bits that, despite Sega's efforts, are unmistakably Sonic.

More Info

Sep 14 2007 - DS (UK)
Available Platforms: DS
Genre: Action
Published by: Sega
Developed by: Sega
ESRB Rating:
Rating Pending
PEGI Rating:


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