Sonic Rush (DS) Review

DISCLAIMERS:

  • the reviewer has not finished the game with 100% completion
  • the game was played on the New Nintendo 3DS XL using the version of the game intended for United States audiences
After the original demo for a Sonic game near the DS’s reveal, Sega wisely decided to go in a completely different direction and release Sonic Rush in 2005. This game is often credited with introducing the “boost formula” for Sonic games but actually playing the game will make it pretty obvious that is isn’t really similar at all. This review will judge Sonic Rush on its own merits.
 
The gameplay in Sonic Rush is overall a bit underwhelming. Sonic controls well enough, with the exception of it often being unclear which direction to hold when Sonic is moving in a direction on his own. The mechanics are rather poorly explained (they basically aren’t at all) and are in general rather shallow. Physics are a bit of a step down from older Sonic games but are still passable. Level design is extremely unremarkable and repetitive. The player is punished both for going too slow and for going too fast at random intervals, which can make getting through the levels feel like trial and error.
The main boost gimmick isn’t actually implemented into the level design at all which makes the player wonder why it exists in the first place. Boss battles are about average for a game of this type, besides some finicky and unclear mechanics. This game’s version of special stages are also shallow and don’t do a particularly good job at bringing some variety to the game. The difficulty curve is essentially not existent, which explains why Sega decided that having the two different story modes having essentially the same levels but in a different order would be a fine decision to make. Overall there isn’t nothing impressive about the gameplay in this game at all and many situations the game puts the player in often feel unfair.
 
In terms of sound Sonic Rush doesn’t reach the heights of previous Sonic games but is still above average in general. The music is all above average, though it can be a bit grating at times to listen to, which is more of a DS problem than the developers problem. Sound effects are what one would expect. Overall this isn’t one of the best aspects of this game but it isn’t one of the worst either.
 
Technically Sonic Rush is surprisingly well made. The DS’s unique features are used somewhat well, though this is mostly a visual gimmick that is actually harmful to the gameplay in some cases (the space between the two screens is a blind spot). The art direction is well designed and fits the DS hardware well. Asset variety is a bit unimpressive but overall Sonic Rush could have looked much worse considering that it was an early game for the DS.
 
The story in Sonic Rush was obviously not the focus of its development. There is some minor development of the Sonic universe but completely ignoring the story, which is not difficult considering how unintrusive it is, will result in essentially the same experience. Overall this aspect of the game neither hurts or helps it.
 
In terms of value Sonic Rush, like most Sonic games, doesn’t impress. The main game is a bit short considering the asking price, and the only value beyond that is playing the same levels over and over again for a better time. For most players this will make buying the game for full price not particularly worth it.
 
Overall the reviewer would give the game a 7.0 out of 10.
 
If you decide to purchase this game through one of the links below this blog will receive a commission.
 

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