Sonic Free Riders

Players: 2 Offline Players, 8 Players Online
Publisher: SEGA
Genres: Action, Racing
Release Date: November 4, 2010
Developer: Sonic Team
MSRP: $49.99
Platforms:
In Sonic Free Riders, full-motion body control allows you to twist and turn your way through a range of courses in an action-packed Sonic experience. Kinect's unique motion sensor means Sonic Free Riders will see family and friends controlling their fully customisable hover board or bike by twisting, turning and jumping in an exhilarating race to be the first to cross the finish line.

On paper, a hoverboard-based game for the Kinect sounds like an excellent idea. The technology is certainly there, but there are a lot of things to overcome for it to actually work and be fun for an extended period of time. Sonic Free Riders, a launch title for the Kinect, is Sega’s attempt to hit those notes and deliver a compelling motion-controlled racing experience.

PROS Good fun when it works properly
CONS Unresponsive controls and broken multiplayer
WTF?! Knuckles’ voice

Somewhere, brimming deep beneath the depths of tutorial hell and often-unresponsive controls, there is an enjoyable game here. Riders tries out a lot of interesting ideas that took a lot of ambition on Sonic Team’s part, but the execution more often than not falls flat. One area that Riders undoubtedly excels in is variety and content. The World Grand Prix portion of the single player mode is the main attraction of Riders, but there are also ring collecting, free play, survival, and time attack modes available. While the game definitely deserves credit for providing so many ways to play it, actually doing that is a difficult and frustrating task.

The essential control scheme of Sonic Free Riders has you standing sideways in front of your TV with one shoulder facing it, and the other facing behind you. While in this position, you must lean backwards and forwards, jump at the right times, and steer your way through the courses. It’s an exciting concept, but it doesn’t quite pan out.

The controls are occasionally functional, but they require a lot of trial and error on the player’s end. The calibration before each race can definitely help, but even that cannot save you from having to suffer through exaggerated leaning back and forth for an extended period of time. The idea behind the calibration before the race is that it is calibrating how far you are leaning, so in theory you should save yourself from having to lean too much in the impending race by being very reserved in your movements while it calibrates you. This does help a bit, but it doesn’t completely fix the problem. Even with the most subtle of movements in the calibration phase, I found myself still having to make quite a few emphatic movements for the game to acknowledge and detect what I was doing. It took me around two hours to feel somewhat comfortable with how the game played, but even then I was still having some trouble.

Due to the controls, ring-gathering missions are deviously hard.

Another issue is Riders’ occasional failure to register your movements. There were moments where I found myself leaning backward the same way I would have any other time, but my character completely ignored it and crashed into the wall. Hitting the wall is a pretty prevalent part of the experience, and one that is pretty difficult to mend. This is mostly in part to the game’s all-too-often disconnect between what you’re doing and how your character on the screen is reacting to it. There is a seriously steep learning curve at work, and one that is based more on an unresponsive control scheme than a design decision.

Every race track in the game features hidden passages and alternate routes. Most of these routes require you to have the right “gear” attached to your board before they’re accessible, which is a pain to manage. For instance, if you want to grind a rail in a level, you need to have that gear attached to your board. Each board can only hold two gears, so you need to be especially selective of which ones you choose. This adds a level of strategy to the game, but it also makes it hard to keep track of which secret passages are where and whether or not you’re able to access them.

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  1. February 28, 2011 at 10:56am
    In response to Article
    VN:F [1.9.21_1169]
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    every time there is a good somic game that makes the frachize alive agaim (sonic 4 and colors) they come out with games like this that rape loyal fans

  2. November 25, 2010 at 07:14pm
    In response to Article
    VN:F [1.9.21_1169]
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    Its painful just thinking about this game

  3. November 24, 2010 at 08:24pm
    In response to Article
    VN:F [1.9.21_1169]
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    *Obvious sarcasim*
    I DONT KNOW WHAT YOU GUISE ARE TALKING ABOUT!
    THIS GAME IS AAAAAAMAAAAAZIIIIIING! :D

  4. November 23, 2010 at 08:22pm
    In response to Article
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    this sucks

  5. November 23, 2010 at 06:21pm
    In response to Article
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    Complete garbage.

  6. November 22, 2010 at 06:00pm
    In response to Article
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    i admit sonic riders
    was not one of the best ideas but the first game was pretty cool second one decent this is just an embarrassment to Sonics name

  7. November 22, 2010 at 08:04am
    In response to Article
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    SONIC FANS DO NOT BUT THIS, IT WILL TEAR YOUR SOUL APART.

  8. November 22, 2010 at 06:02am
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    man sonic just cant get a break can he. its like watching an elderly woman continually falling down an escalator.

    • November 22, 2010 at 08:06am
      In response to geeb
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      And she can get up because she has to use Sonic Free Riders Kinect controls to do so

  9. November 21, 2010 at 10:01pm
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    VN:F [1.9.21_1169]
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    how do you F*** UP SONIC???

  10. November 21, 2010 at 09:21pm
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    Gotta wonder what conditions made it so that this game was able to make it to the Kinect’s launch. I remember reading a Kotaku article where one guy had no trouble with the controls, and Sega appeared to want to figure out the problem. Doesn’t excuse the way they have to do two-player gaming, of course.

  11. November 21, 2010 at 08:02pm
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    Got dizzy just watching the videos of it, lol

  12. November 21, 2010 at 03:44pm
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    WHY SEGA WHY?

  13. November 21, 2010 at 12:40pm
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    one word BROKEN

  14. November 21, 2010 at 06:23am
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    worst game ever. dont even know why it 4 out of 10 it should be -1 out of 10 that how bad it is

  15. November 21, 2010 at 05:04am
    In response to Article
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    i have an idea lets all go to sega, toture all the developers till they agree to stop fucking around with sonic then make them do a remake remasterd 2d sonic, who’s in?

  16. November 21, 2010 at 03:04am
    In response to Article
    VN:F [1.9.21_1169]
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    i heard this game sucks

  17. November 20, 2010 at 11:05pm
    In response to Article
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    I thought this looked like a good idea once upon a time, oh how wrong I was

  18. November 20, 2010 at 10:57pm
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    scary game o-o

  19. November 20, 2010 at 05:39pm
    In response to Article
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    i thought it was good but know i think it sucks

  20. November 20, 2010 at 07:54am
    In response to Article
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    Sounds like it sucks.

  21. November 20, 2010 at 03:24am
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    After seeing what Joe had to say about it, I worry about having to glance at it every time I enter GameStop.

    That music…that horrible music! O_O;

  22. November 19, 2010 at 10:20pm
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    I actually find these voice actors pretty good. Knuckles is not bad at all; Jet, on the other hand, sounds the worst. Hello?

  23. November 19, 2010 at 05:04pm
    In response to Article
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    How dare this game be almost as bad as Kane and Lynch 2! It’s friggin’ sonic

  24. November 19, 2010 at 04:58pm
    In response to Article
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    Never really saw the idea of trying to build a sequel to a spin-off that really wasn’t that successful, and only shows that Sonic should never be using a vehicle. I just don’t think the fastest thing alive should be riding vehicles, though at least it makes more sense than Shadow feeling the need to drive a friggin car or motorcycle.

    • November 20, 2010 at 12:49pm
      In response to Kusanagi
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      I don’t know if I’d say Sonic should never be using a vehicle. I’ve heard a number of people that thought Sonic and Sega All Star Racing was better then Mario Kart even though it is basically a rip off. This game’s main problem seems to lay solely with the motion controls. I doubt a regular Sonic game with motion controls would have came out any less jarring.

  25. November 19, 2010 at 04:47pm
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    This is really sad. This was one of the first games I was going to get after I got a 360+Kinect, but I’ve heard quite a few bad things about it (not just from here). I rather enjoyed the first game, despite some of its flaws like the control-stick spinning deal, which can really damage both your controller and your hand in the long run, after the rubber on the control stick comes off from doing it so much.

    What boggles my mind is according to this, the game’s cutscenes are just still images now? They were in-game movies in the first game, what gives?

    On the review itself, this was fantastically written, and one aspect that I heavily enjoyed is you specifying how long and how much you tried out. I’ve never seen that before, major props to you for having that. Two thumbs up, I’ll definitely be reading you again in the future, Mr. Dant. :)

  26. November 19, 2010 at 03:46pm
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    Thsi Game sucks!!!!!

  27. November 19, 2010 at 02:25pm
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    I don’t get the whole multiplayer part of it… Why does the game want you to hold hands like that? lol

  28. November 19, 2010 at 12:52pm
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    I remember the olden days when sonic was fun…and played by Erkle

  29. November 19, 2010 at 11:33am
    In response to Article
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    The early versions of most kinect games will probably be horrible.

  30. November 19, 2010 at 09:09am
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    I dunno, I liked the first Sonic Riders game, so I do want to try this one.

  31. November 19, 2010 at 04:22am
    In response to Article
    VN:F [1.9.21_1169]
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    Oh poor sonic, once the proud mascot of Sega, stood up against Mario and Nintendo. Now your in crap like this. But Light is starting to shine through for you with Sonic Colors at least.

  32. November 19, 2010 at 12:31am
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    I’ll get Dance Central instead. Thanks for the heads-up!

  33. November 19, 2010 at 12:18am
    In response to Article
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    After watching Joe’s review earlier this week, I am honestly surprised you rated it so high (sad when a 4/10 is seen as “high”)

  34. November 18, 2010 at 10:50pm
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    I am somewhat not surprise that this game isn’t good.

  35. November 16, 2010 at 03:39am
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    This is precisely why I haven’t rushed out to buy the Kinect. There may be some decent games but the majority are completely broken. It will be awhile before games will fully utilize Kinect and until then, I will be reluctant to throw down $150.

  36. November 14, 2010 at 09:39am
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    I know I’ve already made a thing of this on the forums, but I’d like to know exactly what you mean when you say the controls are “cognizant.” Seriously, is Kinect self aware? Should I be heading to my skynet shelter right now? I NEED TO KNOW.

    (In seriousness, you should probably fix that.)

    • November 14, 2010 at 04:38pm
      In response to g-0ff
      VN:F [1.9.21_1169]
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      Cognizant as in there is a sense of awareness about what you are doing. I’ll make it more obvious.

  37. November 13, 2010 at 09:48am
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    Pretty solid review. I was interested to hear about the pre-game calibration, as I wasn’t sure how they’d integrate that sort of thing. I also was surprised to hear bikes controlled better, which makes it baffling as to why you have to work to gain access to them.

    Given the flaws in this game, I’m curious as to how the game’s development went down. Being a lauch title, I wondering if some of the glitches here are the result of not having the proper post-production timespan to troubleshoot. Having a concrete release date for a game can bite you in the ass, and this isn’t Sega’s first (cough, cough, 2006).

  38. November 13, 2010 at 04:02am
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    [...] This post was mentioned on Twitter by Joe Vargas, Dant Rambo. Dant Rambo said: RT @AngryJoeShow: How many friends do you have that would be down to hold hands to play a video game? LOL. http://bit.ly/dlHWIY Seriousl … [...]

  39. November 13, 2010 at 12:10am
    In response to Article
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    Admittedly this is the worst combination possible, The Sonic Team designers who have been below average in any sonic outing for the last ten years, and a new technology that probably isn’t fully understood by anyone in it’s best use as a gaming application (Hence the tech demo like launch titles).

  40. November 12, 2010 at 11:38pm
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    3 more score than the original angry joe’s review? Blistered Thumbs are just another IGN reviewer.

  41. November 12, 2010 at 09:34pm
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    I don’t put the blame on Microsoft. This is squarely on the shoulders of Sega. Sega makes continually bad decisions these days that will end up with them in shambles and probably bought out by Satan (aka Sony).

  42. November 12, 2010 at 09:10pm
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    Knuckles’ voice is fine. They’re all better than that cast of third rate pretend voice actors the previous games had.

  43. November 12, 2010 at 08:56pm
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    Is there any chance you can find children to play this game?

    Is it possible that this games controls were designed for children versus the teens or adults?

    • November 12, 2010 at 10:09pm
      In response to Some Unregistered Punk
      VN:F [1.9.21_1169]
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      I would love to test that but unfortunately I don’t really know any kids or who I could ask. I’ll keep that in mind, though!

  44. November 12, 2010 at 07:08pm
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    By the sounds of it, I think the game only works specific to one particular body type/build – the one they tested the game with. I’m going to out and assume that the person testing the game’s controls was short, with shorter arms, and any one who has had the game work correctly is probably short as well. I wouldn’t know for sure — feel free to correct me if a taller acquaintance of yours had it work better than you. I just have a hunch is all.

    • November 12, 2010 at 08:10pm
      In response to ZarroTsu
      VN:F [1.9.21_1169]
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      Interesting theory! I’m 6’2”, but a friend who was shorter than me tried the game as well and he was having similar issues. Then again, he also didn’t attempt the tutorials before doing a course, so that probably didn’t help. I’m going to see if he’ll be willing to play it a little bit more to find out if it works better for him. I’ll get back to you!

  45. November 12, 2010 at 05:00pm
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    It’s weird how some people had problems with the controls while others didn’t. http://kotaku.com/5686311/is-sonic-free-riders-broken-or-is-it-the-reviewers

    • November 12, 2010 at 09:10pm
      In response to cartoonguywalky
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      I tried to keep that in mind as I played through the game. I mean you *can* reach a point where the game begins to work decently, but it takes a tremendous amount of time, and even then you’re still victim to the glitches and occasional lack of response from the game.

  46. November 12, 2010 at 03:38pm
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    Very well written review. As much as I enjoyed angry joe’s review, he didn’t really go into much detail as you did, and I thought the 1/10 score was a bit harsh. What I consider a 1/10 is something of poor LJN quality, or it doesn’t even work unless you find a glitch that makes it work.

    At least this review gave details on the experience, listed both pros and cons, and gave a rating that I feel is more just. therefore even though Angy Joe’s was entertaining, yours was more honest, and should be the one everyone sees when looking into Sonic Free Riders.

    • November 14, 2010 at 06:08am
      In response to Round Cat
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      Honest isnt the right word to use there.
      Joe I have to admit is nothing if not honest, I dont think is review has any undue bias. This reviewer might indeed be giving Sonic Free Riders what you consider a fairer review of all its qualities, and thats fine. However, neither is being anymore “honest” then the other.
      Besides, both reviewers gave what I consider a sub-par rating. I dont know about you, but I am a poor collage student who really cant afford anything but good games. This might be worth a rental at most, but both reviewers have long since given me enough reason not to spend what little money I have on this game.

  47. November 12, 2010 at 01:47pm
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    There is one major, critical flaw in the game that if the designers actually put it in. Would probably change the review score for this game dramatically.

    Add. A Freaking. Controller Option.

    I know it probably goes against the entire idea for Kinect. But getting rid of the controller entirely is a really dumb move in general. Give the player the choice between motion control and a classic controller in their hands.

  48. November 12, 2010 at 01:12pm
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    This reminds me of the hoverboards from Back to the Future 2.

    :)

  49. November 12, 2010 at 12:19pm
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    I don’t understand why Microsoft would choose a Sonic Riders game to be a launch title for their new Kinect hardware. Admittingly I get the appeal of a virtual hoverboard, and it’s something kinect is in many ways built for, but the Sonic Riders series has been critically panned at every level and not even the hardcore Sonic fans who have forgiven the recent slew of poor 3D titles have been that warm towards it.
    It’s a bit of a leap but many people have been asking what was to blame for the poor quality of the title: The developers or Kinect itself? It would be horrible but not totally out of there to think this game was released just so people wouldn’t immediately blame the hardware.

  50. November 12, 2010 at 12:04pm
    In response to Article
    VN:F [1.9.21_1169]
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    Based on the score you gave this game, I assume you were able to control the game better than Joe did? I mean, he had it worse and his score was just minus 3 points of yours.

    Still, it’s a game best left alone and forgotten.

    • November 12, 2010 at 04:14pm
      In response to TheNemesis
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      I did end up having a bit more luck, but that’s really emblematic of the volatile experience here. Some people had an even better experience than I did, and others had worse. I was only able to reach a point where the controls worked somewhat well after hours of frustration and crashing into walls.

      Thanks for the comment/reading the review!

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Sonic Free Riders Review

Posted by [ 2 years, 6 months ]

Sonic Free Riders is a game with a lot of great ideas hidden beneath painful control and interface issues.

Sonic Free Riders Angry Review

Posted by [ 2 years, 6 months ]

Sonic Free Riders is quite possibly the worst game I have ever had the misfortune of paying for. See just how bad thing game was to earn Angry Joe’s Lowest Game Review Score to date.

Sonic Free Riders Angry Review

Posted By about 2 years, 6 months ago

Sonic Free Riders is quite possibly the worst game I have ever had the misfortune of paying for. See just how bad thing game was to earn Angry Joe’s Lowest Game Review Score to date.

Sonic Free Riders Review

Sonic Free Riders Review

On paper, a hoverboard-based game for the Kinect sounds like an excellent idea. The technology is certainly there, but there are a lot of things to overcome for it to actually work and be fun for an extended period of time. Sonic Free Riders, a launch title for the Kinect, is Sega’s attempt to hit those notes and deliver a compelling motion-controlled racing experience.

PROS Good fun when it works properly
CONS Unresponsive controls and broken multiplayer
WTF?! Knuckles’ voice

Somewhere, brimming deep beneath the depths of tutorial hell and often-unresponsive controls, there is an enjoyable game here. Riders tries out a lot of interesting ideas that took a lot of ambition on Sonic Team’s part, but the execution more often than not falls flat. One area that Riders undoubtedly excels in is variety and content. The World Grand Prix portion of the single player mode is the main attraction of Riders, but there are also ring collecting, free play, survival, and time attack modes available. While the game definitely deserves credit for providing so many ways to play it, actually doing that is a difficult and frustrating task.

The essential control scheme of Sonic Free Riders has you standing sideways in front of your TV with one shoulder facing it, and the other facing behind you. While in this position, you must lean backwards and forwards, jump at the right times, and steer your way through the courses. It’s an exciting concept, but it doesn’t quite pan out.

The controls are occasionally functional, but they require a lot of trial and error on the player’s end. The calibration before each race can definitely help, but even that cannot save you from having to suffer through exaggerated leaning back and forth for an extended period of time. The idea behind the calibration before the race is that it is calibrating how far you are leaning, so in theory you should save yourself from having to lean too much in the impending race by being very reserved in your movements while it calibrates you. This does help a bit, but it doesn’t completely fix the problem. Even with the most subtle of movements in the calibration phase, I found myself still having to make quite a few emphatic movements for the game to acknowledge and detect what I was doing. It took me around two hours to feel somewhat comfortable with how the game played, but even then I was still having some trouble.

Due to the controls, ring-gathering missions are deviously hard.

Another issue is Riders’ occasional failure to register your movements. There were moments where I found myself leaning backward the same way I would have any other time, but my character completely ignored it and crashed into the wall. Hitting the wall is a pretty prevalent part of the experience, and one that is pretty difficult to mend. This is mostly in part to the game’s all-too-often disconnect between what you’re doing and how your character on the screen is reacting to it. There is a seriously steep learning curve at work, and one that is based more on an unresponsive control scheme than a design decision.

Every race track in the game features hidden passages and alternate routes. Most of these routes require you to have the right “gear” attached to your board before they’re accessible, which is a pain to manage. For instance, if you want to grind a rail in a level, you need to have that gear attached to your board. Each board can only hold two gears, so you need to be especially selective of which ones you choose. This adds a level of strategy to the game, but it also makes it hard to keep track of which secret passages are where and whether or not you’re able to access them.

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  1. February 28, 2011 at 10:56am
    In response to Article
    VN:F [1.9.21_1169]
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    every time there is a good somic game that makes the frachize alive agaim (sonic 4 and colors) they come out with games like this that rape loyal fans

  2. November 25, 2010 at 07:14pm
    In response to Article
    VN:F [1.9.21_1169]
    Rating: 0 (from 0 votes)

    Its painful just thinking about this game

  3. November 24, 2010 at 08:24pm
    In response to Article
    VN:F [1.9.21_1169]
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    *Obvious sarcasim*
    I DONT KNOW WHAT YOU GUISE ARE TALKING ABOUT!
    THIS GAME IS AAAAAAMAAAAAZIIIIIING! :D

  4. November 23, 2010 at 08:22pm
    In response to Article
    VN:F [1.9.21_1169]
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    this sucks

  5. November 23, 2010 at 06:21pm
    In response to Article
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    Complete garbage.

  6. November 22, 2010 at 06:00pm
    In response to Article
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    i admit sonic riders
    was not one of the best ideas but the first game was pretty cool second one decent this is just an embarrassment to Sonics name

  7. November 22, 2010 at 08:04am
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    VN:F [1.9.21_1169]
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    SONIC FANS DO NOT BUT THIS, IT WILL TEAR YOUR SOUL APART.

  8. November 22, 2010 at 06:02am
    In response to Article
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    man sonic just cant get a break can he. its like watching an elderly woman continually falling down an escalator.

    • November 22, 2010 at 08:06am
      In response to geeb
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      And she can get up because she has to use Sonic Free Riders Kinect controls to do so

  9. November 21, 2010 at 10:01pm
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    how do you F*** UP SONIC???

  10. November 21, 2010 at 09:21pm
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    Gotta wonder what conditions made it so that this game was able to make it to the Kinect’s launch. I remember reading a Kotaku article where one guy had no trouble with the controls, and Sega appeared to want to figure out the problem. Doesn’t excuse the way they have to do two-player gaming, of course.

  11. November 21, 2010 at 08:02pm
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    Got dizzy just watching the videos of it, lol

  12. November 21, 2010 at 03:44pm
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    WHY SEGA WHY?

  13. November 21, 2010 at 12:40pm
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    one word BROKEN

  14. November 21, 2010 at 06:23am
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    worst game ever. dont even know why it 4 out of 10 it should be -1 out of 10 that how bad it is

  15. November 21, 2010 at 05:04am
    In response to Article
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    i have an idea lets all go to sega, toture all the developers till they agree to stop fucking around with sonic then make them do a remake remasterd 2d sonic, who’s in?

  16. November 21, 2010 at 03:04am
    In response to Article
    VN:F [1.9.21_1169]
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    i heard this game sucks

  17. November 20, 2010 at 11:05pm
    In response to Article
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    I thought this looked like a good idea once upon a time, oh how wrong I was

  18. November 20, 2010 at 10:57pm
    In response to Article
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    scary game o-o

  19. November 20, 2010 at 05:39pm
    In response to Article
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    i thought it was good but know i think it sucks

  20. November 20, 2010 at 07:54am
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    Sounds like it sucks.

  21. November 20, 2010 at 03:24am
    In response to Article
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    After seeing what Joe had to say about it, I worry about having to glance at it every time I enter GameStop.

    That music…that horrible music! O_O;

  22. November 19, 2010 at 10:20pm
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    I actually find these voice actors pretty good. Knuckles is not bad at all; Jet, on the other hand, sounds the worst. Hello?

  23. November 19, 2010 at 05:04pm
    In response to Article
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    How dare this game be almost as bad as Kane and Lynch 2! It’s friggin’ sonic

  24. November 19, 2010 at 04:58pm
    In response to Article
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    Never really saw the idea of trying to build a sequel to a spin-off that really wasn’t that successful, and only shows that Sonic should never be using a vehicle. I just don’t think the fastest thing alive should be riding vehicles, though at least it makes more sense than Shadow feeling the need to drive a friggin car or motorcycle.

    • November 20, 2010 at 12:49pm
      In response to Kusanagi
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      I don’t know if I’d say Sonic should never be using a vehicle. I’ve heard a number of people that thought Sonic and Sega All Star Racing was better then Mario Kart even though it is basically a rip off. This game’s main problem seems to lay solely with the motion controls. I doubt a regular Sonic game with motion controls would have came out any less jarring.

  25. November 19, 2010 at 04:47pm
    In response to Article
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    This is really sad. This was one of the first games I was going to get after I got a 360+Kinect, but I’ve heard quite a few bad things about it (not just from here). I rather enjoyed the first game, despite some of its flaws like the control-stick spinning deal, which can really damage both your controller and your hand in the long run, after the rubber on the control stick comes off from doing it so much.

    What boggles my mind is according to this, the game’s cutscenes are just still images now? They were in-game movies in the first game, what gives?

    On the review itself, this was fantastically written, and one aspect that I heavily enjoyed is you specifying how long and how much you tried out. I’ve never seen that before, major props to you for having that. Two thumbs up, I’ll definitely be reading you again in the future, Mr. Dant. :)

  26. November 19, 2010 at 03:46pm
    In response to Article
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    Thsi Game sucks!!!!!

  27. November 19, 2010 at 02:25pm
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    I don’t get the whole multiplayer part of it… Why does the game want you to hold hands like that? lol

  28. November 19, 2010 at 12:52pm
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    I remember the olden days when sonic was fun…and played by Erkle

  29. November 19, 2010 at 11:33am
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    The early versions of most kinect games will probably be horrible.

  30. November 19, 2010 at 09:09am
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    I dunno, I liked the first Sonic Riders game, so I do want to try this one.

  31. November 19, 2010 at 04:22am
    In response to Article
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    Oh poor sonic, once the proud mascot of Sega, stood up against Mario and Nintendo. Now your in crap like this. But Light is starting to shine through for you with Sonic Colors at least.

  32. November 19, 2010 at 12:31am
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    I’ll get Dance Central instead. Thanks for the heads-up!

  33. November 19, 2010 at 12:18am
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    After watching Joe’s review earlier this week, I am honestly surprised you rated it so high (sad when a 4/10 is seen as “high”)

  34. November 18, 2010 at 10:50pm
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    I am somewhat not surprise that this game isn’t good.

  35. November 16, 2010 at 03:39am
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    This is precisely why I haven’t rushed out to buy the Kinect. There may be some decent games but the majority are completely broken. It will be awhile before games will fully utilize Kinect and until then, I will be reluctant to throw down $150.

  36. November 14, 2010 at 09:39am
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    I know I’ve already made a thing of this on the forums, but I’d like to know exactly what you mean when you say the controls are “cognizant.” Seriously, is Kinect self aware? Should I be heading to my skynet shelter right now? I NEED TO KNOW.

    (In seriousness, you should probably fix that.)

    • November 14, 2010 at 04:38pm
      In response to g-0ff
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      Cognizant as in there is a sense of awareness about what you are doing. I’ll make it more obvious.

  37. November 13, 2010 at 09:48am
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    Pretty solid review. I was interested to hear about the pre-game calibration, as I wasn’t sure how they’d integrate that sort of thing. I also was surprised to hear bikes controlled better, which makes it baffling as to why you have to work to gain access to them.

    Given the flaws in this game, I’m curious as to how the game’s development went down. Being a lauch title, I wondering if some of the glitches here are the result of not having the proper post-production timespan to troubleshoot. Having a concrete release date for a game can bite you in the ass, and this isn’t Sega’s first (cough, cough, 2006).

  38. November 13, 2010 at 04:02am
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    [...] This post was mentioned on Twitter by Joe Vargas, Dant Rambo. Dant Rambo said: RT @AngryJoeShow: How many friends do you have that would be down to hold hands to play a video game? LOL. http://bit.ly/dlHWIY Seriousl … [...]

  39. November 13, 2010 at 12:10am
    In response to Article
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    Admittedly this is the worst combination possible, The Sonic Team designers who have been below average in any sonic outing for the last ten years, and a new technology that probably isn’t fully understood by anyone in it’s best use as a gaming application (Hence the tech demo like launch titles).

  40. November 12, 2010 at 11:38pm
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    3 more score than the original angry joe’s review? Blistered Thumbs are just another IGN reviewer.

  41. November 12, 2010 at 09:34pm
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    I don’t put the blame on Microsoft. This is squarely on the shoulders of Sega. Sega makes continually bad decisions these days that will end up with them in shambles and probably bought out by Satan (aka Sony).

  42. November 12, 2010 at 09:10pm
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    Knuckles’ voice is fine. They’re all better than that cast of third rate pretend voice actors the previous games had.

  43. November 12, 2010 at 08:56pm
    In response to Article
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    Is there any chance you can find children to play this game?

    Is it possible that this games controls were designed for children versus the teens or adults?

    • November 12, 2010 at 10:09pm
      In response to Some Unregistered Punk
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      I would love to test that but unfortunately I don’t really know any kids or who I could ask. I’ll keep that in mind, though!

  44. November 12, 2010 at 07:08pm
    In response to Article
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    By the sounds of it, I think the game only works specific to one particular body type/build – the one they tested the game with. I’m going to out and assume that the person testing the game’s controls was short, with shorter arms, and any one who has had the game work correctly is probably short as well. I wouldn’t know for sure — feel free to correct me if a taller acquaintance of yours had it work better than you. I just have a hunch is all.

    • November 12, 2010 at 08:10pm
      In response to ZarroTsu
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      Interesting theory! I’m 6’2”, but a friend who was shorter than me tried the game as well and he was having similar issues. Then again, he also didn’t attempt the tutorials before doing a course, so that probably didn’t help. I’m going to see if he’ll be willing to play it a little bit more to find out if it works better for him. I’ll get back to you!

  45. November 12, 2010 at 05:00pm
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    It’s weird how some people had problems with the controls while others didn’t. http://kotaku.com/5686311/is-sonic-free-riders-broken-or-is-it-the-reviewers

    • November 12, 2010 at 09:10pm
      In response to cartoonguywalky
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      I tried to keep that in mind as I played through the game. I mean you *can* reach a point where the game begins to work decently, but it takes a tremendous amount of time, and even then you’re still victim to the glitches and occasional lack of response from the game.

  46. November 12, 2010 at 03:38pm
    In response to Article
    VN:F [1.9.21_1169]
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    Very well written review. As much as I enjoyed angry joe’s review, he didn’t really go into much detail as you did, and I thought the 1/10 score was a bit harsh. What I consider a 1/10 is something of poor LJN quality, or it doesn’t even work unless you find a glitch that makes it work.

    At least this review gave details on the experience, listed both pros and cons, and gave a rating that I feel is more just. therefore even though Angy Joe’s was entertaining, yours was more honest, and should be the one everyone sees when looking into Sonic Free Riders.

    • November 14, 2010 at 06:08am
      In response to Round Cat
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      Honest isnt the right word to use there.
      Joe I have to admit is nothing if not honest, I dont think is review has any undue bias. This reviewer might indeed be giving Sonic Free Riders what you consider a fairer review of all its qualities, and thats fine. However, neither is being anymore “honest” then the other.
      Besides, both reviewers gave what I consider a sub-par rating. I dont know about you, but I am a poor collage student who really cant afford anything but good games. This might be worth a rental at most, but both reviewers have long since given me enough reason not to spend what little money I have on this game.

  47. November 12, 2010 at 01:47pm
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    There is one major, critical flaw in the game that if the designers actually put it in. Would probably change the review score for this game dramatically.

    Add. A Freaking. Controller Option.

    I know it probably goes against the entire idea for Kinect. But getting rid of the controller entirely is a really dumb move in general. Give the player the choice between motion control and a classic controller in their hands.

  48. November 12, 2010 at 01:12pm
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    This reminds me of the hoverboards from Back to the Future 2.

    :)

  49. November 12, 2010 at 12:19pm
    In response to Article
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    I don’t understand why Microsoft would choose a Sonic Riders game to be a launch title for their new Kinect hardware. Admittingly I get the appeal of a virtual hoverboard, and it’s something kinect is in many ways built for, but the Sonic Riders series has been critically panned at every level and not even the hardcore Sonic fans who have forgiven the recent slew of poor 3D titles have been that warm towards it.
    It’s a bit of a leap but many people have been asking what was to blame for the poor quality of the title: The developers or Kinect itself? It would be horrible but not totally out of there to think this game was released just so people wouldn’t immediately blame the hardware.

  50. November 12, 2010 at 12:04pm
    In response to Article
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    Based on the score you gave this game, I assume you were able to control the game better than Joe did? I mean, he had it worse and his score was just minus 3 points of yours.

    Still, it’s a game best left alone and forgotten.

    • November 12, 2010 at 04:14pm
      In response to TheNemesis
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      I did end up having a bit more luck, but that’s really emblematic of the volatile experience here. Some people had an even better experience than I did, and others had worse. I was only able to reach a point where the controls worked somewhat well after hours of frustration and crashing into walls.

      Thanks for the comment/reading the review!

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Sonic Free Riders Angry Review

Posted in Angry Joe Show [ 2 years, 6 months ]

Sonic Free Riders is quite possibly the worst game I have ever had the misfortune of paying for. See just how bad thing game was to earn Angry Joe’s Lowest Game Review Score to date.

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