I never really got on with the first DS Sonic title, Sonic Rush, it started off well, but it soon became a case of dying without having any real control over what was going on. Even so, it was the best high profile Sonic the Hedgehog game we'd seen for a fair old while (by high profile I mean ignoring the Advance games which were pretty solid examples of a decent Sonic game). It did I never really got on with the first DS Sonic title, Sonic Rush, it started off well, but it soon became a case of dying without having any real control over what was going on. Even so, it was the best high profile Sonic the Hedgehog game we'd seen for a fair old while (by high profile I mean ignoring the Advance games which were pretty solid examples of a decent Sonic game). It did what we'd been wanting from Sonic ever since Sonic Adventure showed that the format really didn't work too great in 3D (with the exception of a handful of levels). Sonic Rush Adventure seems to be more of the same, but with the parts of previous Sonic games that were unwanted tacked on too. The core element of the gameplay is still running through levels as quickly as possible, collectings rings along the way. At the end of each level you break open a Treasure Chest, which awards you with some materials which Tails will use at various points in the game to create a new water based craft to aid in the adventure elements of the game. The adventure side of Sonic Rush Adventure basically boils down to this, each level (remember Sonic works on a basis of 3 acts per level, the final one including a boss) is on a different island. To travel to an island, you need some sort of craft. To start off with Tails builds you a waterbike, this is fine for short distances, but soon you need to travel further, resulting in another craft, then over ice resulting in another so you basically end up with four forms of transport to use between the various islands in the game. Once you have the craft capable of the task at hand, you plot your course on the map using the touch screen and your stylus, much in the same way as the tactical map elements of Star Fox Command, then choose to follow that course. The game then switches to a 3D mini game where you semi control the vehicle, or its weapons as you make your way to the island ahead, trying to shoot as many enemies or rings as you can while preventing your craft from recieving any damage. It's an incredibly tacked on way of Sonic Team attempting to add some depth to the franchise, something they've been trying to do for a fair while now with no real accomplishment. If anything, it affects the pace of the game, although not in so much a harmful way as the story does. Once again, Sonic Team have decided to tack on some sort of plot to a Sonic game, one thats not interesting in the slightest. Basically, Sonic and Tails are caught up in a storm in Tails' Typhoon plane. They're hit by lightning and crash, when they awake, they're on an island somewhere that they don't recognise, and they soon come across yet another annoying character addition to the series (as if Amy wasn't bad enough) in Marine, an Australian Raccoon who is somehow even more annoying than the aforementioned Amy Rose. Turns out that they're not just on some strange island inhabited by a bunch of Aussies, but they've somehow been transported to the realm or whatever where Blinx the Cat from Sonic Rush was from. A robot called Whiskers also turns up, and is the token bad guy for this instalment. He bares a striking resemblence to Dr. Robotnik/ Eggman (delete according to which generation of Sonic you started with), and you set out on a quest across these numerous islands to discover just what he and his pirate friends are upto. It's an awful plot, told in little scenes reminiscent of a Japanese RPG where you press the A button to cycle through what is being said. Its normally the same thing each time the characters pop up for a chat too. Well, not exactly the same, but it runs along the same line. Theres another way in which the materials and Adventure elements are attempting to try and add depth to this game that hasn't been mentioned yet. Whenever a new craft is needed, you can guaruntee that you won't have enough materials to give to Tails for him to build it. This forces you to play through previous levels numerous times throughout the game in order to collect the materials needed. While in the past, gamers have played their favourite levels of a Sonic game over and over again until they've perfected it, they've done that through choice, resulting in a more pleasurable experience. But Rush Adventure forces this upon you, and it doesn't even mean you can play your favourite level over and over again to get lots of materials as each different item is exclusive to a particular level resulting in you maybe having to play a level that you really didn't like. It's another way Sonic Team have tried to up the amount of time needed to finish the game, and it cheapens the experience more so. Thats not to say the proper Sonic elements of the game aren't bad, for the most part they're pretty enjoyable, but theres no particular level that really stands out amongst the rest like in previous instalments. A few also have really annoying parts like with Sonic Rush where you're not quite sure how you died or whats coming, a great example is Sky Babylon Act 2, one of the later levels, after running maniacally through the Act, your confronted with some baloon like contraptions which go up when you hang from them, you have to guide them through a verticle maze like area but its difficult to watch both screens to see whats near you and where you have to go next, plus it seems to want to drift towards the walls when you are changing direction. It makes for an annoying experience just as the game is getting to a point where its becoming fun, yet lightly challenging. Its too much of a sudden jump in difficulty and creates an air of poor design that seems to have been criminally overlooked. Fortunately, the levels aren't as long as those in Sonic Rush, with the longest clocking in at around 4 minutes in length. The games main redeeming element is in its boss fights, very similar in presentation to those of Sonic Rush, utilising a semi-3D playing field, they are rather inventive. One particular fight see's you facing off against a robotic whale, as its nose lands on the piece of ice you're stood on, you attack the red plate on its head. This stuns it, it opens its mouth and you jump inside. You're then taken to a mini level with a timer counting down from 30 seconds, the aim here is to attack some bombs to add more time to your timer, reach the end of the mini-level and attack the contraption at the end. the whale spurts you out of its blow hole, and you do it all again. The problem here is, do I reccomend Sonic Rush Adventure or do I condemn it? Whats left of my SEGA fanboyism says to do the former, but in all honesty, I feel those that love classic Sonic will be incredibly dissapointed with this instalment in the franchise. Its not that its a bad game, its just that its only just above an average experience, one that can be taken or left. It doesn't do anything worthwhile over whats already on offer in Sonic Rush, and is most definetly less of a game in terms of enjoyment than the 15 year old Sonic the Hedgehog 2 which you can now pick up for a fraction of the price on both the XBox 360 XBox Live Arcade service and the Wii's Virtual Console service.… Expand