Sonic Rush is such a curious game. On one hand, it's a remarkably sophisticated platformer. As the experience sprawls across both DS screens, Rush's ability to ostensibly scroll its levels seamlessly and very quickly across two axes is incredibly impressive. It's a marriage of spectacle and hardware that feels, to some degree, as remarkable as the Genesis games must've. This truly is one of the great uses of the DS hardware. So, when you're in the game's flow state is feels brilliant, and as soon as you've learned its rhythm, nicely empowers you to coast around the Zones - making the sorts of snap platforming decisions I love Sonic for. Also, the soundtrack just rocks.

The trouble is that Rush's sense of speed often flattens the level design, sending you through the same corkscrews and grind rails with little variation beyond aesthetics. Occasionally the developers at Sonic Team and DIMPS seem to recognize this, as they throw in very distinct Zone gimmicks... but ones that are either pace hampering or frustrating. There are many blind jumps, repetitive combat sequences, insta-kill hazards, and trial-and-error sequences.

At its best, Sonic Rush is extremely fun and well produced. 2D Boost Mode Sonic is a good idea, but the level design feels uneven and intent on breaking the otherwise frenetic and carefree rhythm of the game's best Zones.

This is a solid foundation for DIMPS' efforts with Sonic on DS, and I look forward to playing the subsequent 2D Boost Sonic games to see how the level design is refined from Rush.

Reviewed on Aug 04, 2023


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