The Trials series has always stood out to me as a smart and creative alternate take on a racing game, moving the focus on turns and managing speed more to technique and managing your angles of attack. Taking a watered down element of that gameplay, throwing in some pretty wild stunt and trap sections, and settling in somewhere between an action game and a racer we have Gravity Rider Zero. It’s sort of an odd game to play in some regards, seeming like it should be more technical but more often taking on an almost casual feel. So much of what you see almost ends up being automatic as you twist through tight curves, things like that are all a matter of the camera moving to show the action, but really your gameplay remains in two dimensions throughout. There are times when this can make it hard to see what’s coming but more often than not the controls are forgiving enough that you can make things work out anyway. Even in stages where you have competitors on the track with you progress isn’t defined by your ability to defeat them, your objectives and success are based more on your time and performance metrics, they’re just sort of there to motivate you to do better, also an odd approach but one that makes the game extremely accessible. If you think you’d enjoy an experience that feels somewhere between racing and action, with some wild roller coaster-like track design, it isn’t a bad game to check out.
Justin Nation, Score: