Board Thread:General Discussion/@comment-679780-20140815024138/@comment-679780-20150809065155

CrimsonFlame2K wrote: I swear, in my first save file for Sonic Riders (which is now unfortunately corrupted), I spent over a hundred hours on the game. By now, I think own almost if not every Gear in the game and unlocked all of the characters... though, in the case that I am wrong, I'm missing E-10000R and the E-gearR.

That aside, when I first got the game, I seriously struggled with it to the point of avoiding Story Mode. But as I kept playing, I kept getting better and better and eventually beat Story Mode (with much salt spilled throughout). As mentioned earlier, my first save unfortunately got corrupted so I had to start all over again from square one. However, this time around, it didn't take as long to get everything I had in my old save back, mainly cuz I was more skilled at the game by then.

I will admit, the story was rather cheesy (but it's tolerable compared to Free Riders) and the Air Tank mechanic was kinda annoying, especially if you wanted to stay ahead. Also, Rubber Band AI. Heugh.

On a side note, I actually made a Sonic Riders fangame over at Sonic Fanon Wiki. You can check it out and see what you think. Take note that there are some elements that remain unfinished. Commented. Check out mine sometime.

I prefer air tank over gravity. Air Tanks made the game more competitive and Sonic Riders made most use of turbulence. Sonic Riders: Zero Gravity just felt too smooth and less competitive. It's why I would prefer the first games gameplay to be cloned but have gears rfom the second one implimented. Sonic Free Riders kept the air tanks but made even less use of turbulence and further crippled gameplay by making it Kinect controlled. It would of been a major improovement if the game could be played with XBox controller and I would give a damn to play it through the end.