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Sonic
Adventure 2
Sonic goes back a long way in this industry. Back to
the epic 16-bit battle days of the then big two: Sega
and Nintendo. Fanboys (of which I was one) rallied behind
their respective mascot, be it Mario or Sonic. Since
both characters existed in significantly different game
worlds, Sonic in one of speed and heavier action, Mario
in a slower, exploration-aligned one, loyalists had
something to bicker endlessly over, about which game
had the superior gameplay. Years have passed
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Specials |
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Stats
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Genre:
Action
Release
Date:
Available
Publisher:
Sega
Developer:
Sega
ESRB:
Everyone
System:
Dreamcast

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and it’s well known who ultimately won between the two
in a hardware arena, yet the mascots battle on. Sega
releases Sonic Adventure 2 (SA2) while DC is
on its deathbed, and though the platform has nearly
expired, this title is very much alive.
Sonic Team is certainly one of the tier-one development
houses in the business. Headed by Yuji Naka and responsible
for such innovative titles as Phantasy Star Online
and NiGHTS: Into Dreams, when Sega shipped a
bug-ridden version of Sonic Adventure along with
the DC launch, the supposed killer-app left many disappointed.
Without going into details about the various flaws of
the game, SA2 is essentially a refined version of it,
sharing most of the original gameplay structure.
The level progression is now completely linear, and
the tedious overworld system in the original has been
eliminated entirely. There are over 30 stages in all,
though each is fairly short and easy to finish the first
time through. Like the original, there are six varied
tasks to complete in each, which require subsequent
replays to complete. This is how the replay value is
built in, though playing through each stage to master
the increasingly difficult tasks can get tiresome. The
stages should have been made longer and larger, with
more complex puzzle solving and platforming, especially
in the Sonic and Shadow ones.
As the TV and print-ads make clear to any potential
buyer, a big part of SA2 is the ability to play as both
the good and evil side through the same story. There
are three characters to each, with Sonic, Tails, and
Knuckles playable as the hero crew. Each controls and
plays in a unique style. Sonic must speed along a generally
linear path to reach the level end as fast as possible.
Along the way simple platforming is incorporated, as
well a new grinding technique. Knuckles, with his ability
to fly and scale walls Spider-Man style, engages in
treasure hunts across massive, multi-tiered stages.
When he approaches one of the three relics that must
be found in each level, an indicator begins to beep.
The closer he gets to the object, the greater the beep
frequency. This is the classic game of “hot and cold,”
with a Sonic Team spin. Tails uses a transformed mecha
form of his plane to move about the entirely linear
areas with an emphasis on rapidly blasting enemies.
When more are shot down at once, higher points are scored.
As the player progresses, one mode is never encountered
twice in a row. The interplay of these three semi-distinct
styles of play: action platforming, platforming with
a heavy emphasis on exploration, and shooting, is what
makes SA2. The three evil characters, Eggman, Shadow
the Hedgehog, and Rouge the Bat, follow the same stage/story
progression model across the same three play modes,
as in the hero side.
Does this system work? For the most part, yes. Each
mode has its own merits and is different enough from
the others to warrant the separation. And although the
story is used to hold it all together, a price is paid
in the area of gameplay cohesion. No one style is robust
enough to stand on its own as a fully developed experience,
and smoothly incorporating the shooting, exploration,
and action elements into one slick package would have
relieved the tedium of doing the same thing for extended
periods of time. For example some of the exploration
stages can take around fifteen minutes to complete due
to the size of the playing area, and the over-simplified
Eggman and Tails shooting mode loses its novelty quickly.
In fact the Sonic and Shadow stages are by far the most
fun, and I often found myself playing through the others
just to reach them. The separated modes are an admirable
idea, but each needed to be deeper and have more incorporated
elements to stave off the tedium that is inherent in
this overly simplistic brand of game structuring. SA2
is still fun to play, but could have sustained a greater
appeal for longer had these styles been meshed into
a single experience, rather than being broken into sub-games.
The visuals are a sure hit. The Sonic stages look fantastic,
with a serious amount of background garnishing that
lends depth and complexity to the world. Some of the
pre-animated action sequences, such as running at a
blistering pace through loops or swinging on vines,
are almost tear inducing. The character models look
sharp and animate well, and the texture work, especially
in some of the outdoor areas, is to be highly commended.
The occasional slowdown mars an otherwise silky, mostly
consistent framerate, but is forgivable considering
all that is squeezed out of the DC hardware. Aside from
Shenmue, I’d venture to say that this is one
of the most meticulously rendered titles for the system,
and it certainly shows. Diverse locales, stage themes,
and action pacing keep things looking fresh throughout
the entire adventure. Some interspersed FMV story sequences
are a bit out of place and look dated compared to what’s
currently cutting-edge in console and PC game video.
Despite these minor issues, SA2 falls under the category
of “incontestably gorgeous.”
Unfortunately Sonic Team elected to keep the same 80’s
hair-band sounding rock soundtrack of the original.
To this they’ve added a collection of hip-hop and techno-esque
tracks. Some are simply okay, but none are good. If
there is a low point in the entire experience, it’s
the music. Some average voice acting adds something
to the story sequences and character personality, and
the sound effects are an elaboration on the classic
Sonic themes.
To round out the theme of multiple, distinct play modes,
a simplified kart-racing mini-game and fairly complex
Chao VMU and in-game mode have been thrown in. The latter
can be especially absorbing, and the two-player kart
action is a nice touch. When all of the modes are added
up with the six unique objectives that can be attempted
in each stage, there is a lot of potential playtime
in SA2. The question is how long can the player remain
happily engaged in chugging through the limited game
modes without asking, “why weren’t all of these incorporated
into a single, continuous experience?” The answer for
most is: long enough to warrant a purchase. There is
a lot to play here, and most of it is fun for a decent
while. SA2 is a good title from a great development
house, and one of a few good notes for the DC to exit
on.
Concept
Splitting the experience into different play
styles works, but causes more tedium and reduces
the continuity. |
80
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Gameplay
Solid on all fronts, and shallow on all as well.
Its plenty fun for a time, however.
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80
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Graphics
Beautiful. Gorgeous. The Sonic and Shadow stages
offer some of the best-looking platforming action
that these eyes have witnessed. |
95
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Sound
Bleh! to the music, nods to the
sound effects.
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70
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Technical
I couldnt find any bugs or issues here. |
100
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Overall
Fun
game with an interesting but weak structure, phenomenal
look and polish, and a decently long experience.
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85
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