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Nightside Rush Wave the Swallow Type W (Board/Air Ride) Just as in the original Sonic Riders game, Sonic Riders: Zero Gravity has tougher, darker counterparts to each of the lighthearted Heroes courses in the form of Babylon courses. They feature the Babylon Rogues, hence the name. The counterpart to Megalo Station, the first course in the game, is Nightside Rush, which is the same city, now at night and in a torrential downpour. This place reminds me of Blade Runner in that sense: A noirish atmosphere with ultra-high tech going on. Seriously, is this really the same planet where people live in straw seaside huts in Adabat? I know it's different art direction, though technology is pretty inconsistent in Sonic. One difference between the approach to the Babylon courses between the original Sonic Riders and this is that they all diverge heavily from the normal stages. That and they're much harder. The map may be an acute triangle, just like Megalo Station, but both Rings and opportunities to charge Gravity Power are rare. You have, at most, 5 jumps in this course, one of which loses you time. The rain also makes the course slippery, which is not good when the last leg of the lap features a hairpin turn with no guardrails along the outside edge. Characters with bad handling like Storm need to slow down, use the "Gravity Control" drifting to make the turn without falling off. Good thing there are huge shortcuts in Nightside Rush. The character I use for this is Wave the Swallow, the mechanic among the Babylon Rogues. She's an Extreme Gear specialist and very quickly picked up how to integrate gravity mechanics into her creations. She also has a sassy attitude...and apparently some sort of nearsightedness or something, as she wears glasses. (Other than Eggman, we haven't seen many Sonic characters wear glasses at all, if you've noticed.) In the original Sonic Riders, she was a Flight character, meaning she could go off yellow Flight ramps and use boost hoops suspended in the air. The Flight characteristics haven't changed in this installment, but this time, any character can be any type. (Eggman is the exception to this rule, which I'll explain when I get to him.) It's determined by their Gear. For this race, I used Wave's default board, the Type W. According to the game's text, she created this personally to play to her strengths. And if you follow the game's logic and use the Type W as suggested, Wave is still a Flight character. The Gear Changes are as such: 20 Rings: Max Speed UP 50 Rings: Air Ride 70 Rings: GP Gauge UP "Air Ride" is probably a bit confusing...It allows the character to have Flight traits. You might remember Boards, Skates, and Bikes in the original Sonic Riders. Zero Gravity introduces three new types of Gear, one of which is the Air Ride. If you're familiar with the Gamecube game Kirby Air Ride, you can see that it resembles the Dragoon. Whether that's intentional or not is something only Sonic Team knows. It hovers along the ground until it's launched up into the air, just like Kirby's vehicles. Essentially, you can treat it as a Flight-type board in the original Sonic Riders, as its abilities are also the allowance to use Flight ramps and to use the hoops to boost.