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Sonic
Adventure 2
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Name:
Sonic Adventure 2 - All nations
Other Names (Nicknames): SA2
Release Dates:
June 19th, 2001 - USA
June 23rd, 2001 - Japan
June 23rd, 2001 - Europe
Quality: 128-Bit, 3D Platformer
Game System(s): Sega Dreamcast
Also released on:
(1). Gamecube - Sonic Adventure 2: Battle (a ported version of Sonic
Adventure 2, with slightly enhanced graphics, bonus features in 2-P
mode, and the Chao mini-game)
Developer(s): Sonic Team
USA
Character Introductions: Shadow
the Hedgehog, Rouge the Bat, Gerald Robotnik, and Maria Robotnik.
Region Game Takes Place On: Random
locations on Earth.
Concept Introductions:
Sonic Adventure
2 actually isn't that much different from Sonic Adventure.
… Yet at the same time, it is very different. Sonic Adventure
2 adds a whole new twist to Sonic gameplay, since it enables you to
choose whether or not you want to play as the heroes or the villains.
The heroes consisted of none other than Sonic, Tails, and Knuckles (and
Amy if you want to count her, although she is not playable in any other
modes save 2-P). The baddies consist of Shadow, Dr. Eggman, and Rouge.
Each character has their corresponding rival: Sonic/Shadow, Tails/Eggman,
and Knuckles/Rouge. Yep, you heard me. Eggman's rival, this time, is
Sonic's sidekick! Sonic's too busy dealing with a threat much more imposing
than Eggman. The gameplay style varies depending on which characters
you use. Sonic Adventure 2 is also the first Sonic game where the enemies
throughout the Action Stages are primarily NOT of Eggman's creation!
They instead are the robots built by the local military, GUN (Guardian
Units of Nation). Destroying them causes a Chaos Drive to pop
out, which are entirely useless if you're not a chao hustler, although
they do replenish just a bit of Tails' and Eggman's health..
The chao mini-game
makes its comeback in Sonic Adventure 2 as well, with even more little
surprises. There are now three types of chao: neutral, hero, or dark.
Raising them with a hero or dark character will determine what type
of those three types the chao will grow into. If you raise them with
both sides evenly, it will evolve into a true neutral (which from there,
it won't turn into a hero or dark chao). New permanent powerups also
made their introductions. Each character has up to 6 new permanent powerups
that are hidden throughout the action stages. Some can be found by just
taking the normal path (since you NEED those), and others you need to
look for manually. New regular powerups have been added as well such
as the bomb that destroys all enemies on screen, and a medical kit (only
for Tails and Eggman).
The character's
designs look generally the same as Sonic Adventure's (the ones that
made a comeback from SA, anyway). Their bodies are slightly more lean
and their physique is a bit more aerodynamic, but that's about it. Overall,
Sonic Adventue 2 was probably the paramount for the Sonic character
anatomy since for Sonic (as an example), he was more lean and streamlined,
yet his belly still had a bulge and was round like how we were used
to. The only major appearance change is Sonic's new shoes used in Sonic
Adventure 2 to tie-in with his new ability to grind (another introduction
in SA2) along the rails of the levels. His new shoes are a pair of SOAPs
(which is an actual grind shoe brand that is very popular among skaters
in California), designed off of the SOAP Scorcher shoe. SOAP helped
promote SA2, and vice versa, evident by the many SOAP billboards in
the City Escape Action Stage, and their logo in the credits. These new
shoes sparked a lot of hype among fans since they looked so cool on
Sonic, but unfortunately SA2 was their first and last debut in any Sonic
game. Originally, Sonic was going to have his normal shoes. And finally,
Sonic Adventure 2 also has a 2-P mode.
Concept Deductions: The Chaos Emeralds are just
as important to the story in SA2 as they were in SA. However, like in
SA, they are not found in Special Stages; you just get them as the storyline
goes along. Adventure fields are no more in Sonic Adventure 2. Each
Action Stage is linked by a simple cut scene. The way to access the
chao mini game is also different. You don't just go to the chao gardens
in adventure fields anymore (obviously since there ARE no more adventure
fields). A new location known as Chao World is accessible only
by grabbing the chao key hidden in a special blue box throughout
the Action Stages, and completing the stages with the key in hand. After
that, Chao World becomes permanently accessible through the stage select
menu. The Chao World network leads to three Chao Gardens (two of them
need to be unlocked) and the Chao Kindergarten, which is where you bring
your chao to teach it activities, name it, and buy stuff from the black
market where you can buy special items for your chao, and special chao
eggs. (The Chao Black Market is only available by default in Sonic Adventure
2: Battle. To get it in the original Dreamcast version, you need to
collect all the emblems.) Also, Sonic Adventure 2 marks the very first
Sonic game where the jumping sound effect is no longer the classic,
"bwooeep," but instead sounds more like a realistic flipping
sound. The classic sound is kept only for Amy's jump in 2-P mode and
for Sonic in the Green Hill Zone extra stage. The appearances of their
jumps also look like actual flips instead of warped, blurry balls of
color.
Storyline:
50 years ago, the president (13 presidents ago from
the current one) began to form a large interest in what was known as
mankind's eternal dream: researching immortality. This drove the president
into confidentially requesting Professor Gerald Robotnik (Dr. Eggman's
grandfather) to scrutinize such a farfetched illusion of grandeur.
Gerald
Robotnik stubbornly refused this request, since it had crossed Man's
limits. He was a man of ethical standards (unlike his grandson). However,
ironically, Gerald's beloved granddaughter Maria had been diagnosed
with a lethal sickness known as NIDS (Neuro Immunodeficiency Syndrome).
Medical treatment for this illness at the time was unavailable. This
eventually resulted in Gerald Robotnik's approval of the president's
request, thus research for immortality begun aboard the ARK, a spherical
space research facility. Research on Maria's illness was being conducted
thoroughly, but Gerald's newly unveiled research on immortality brought
in a new ray of hope. Could something so absurd have been fabricated
within the mind of Gerald Robotnik? Soon, the project underwent research
and was codenamed Project: Shadow, named because of the sarcasm
involved in not actually being able to create a shadow (which didn't
exist in the world).
At the
beginning stages, Chaos Emeralds were researched and soon resulted in
the creation of Chaos Drives. These Chaos Drives were the objects
in which the infinite power of the Chaos Emeralds were utilized upon
a living being. They were meant primarily for the prototype which had
to be nearly perfect before toil on the main project would commence.
The prototype of the Ultimate Life-form bore fruit. It was
modeled after a lizard's shape and seemed to meet many of their standards:
it could self-regenerate, self-restore, and self-reproduce. This thrilled
the researchers. However, in their moment of glory, things began to
look bad. The prototype was unruly and hard to control. This caused
many problems for the researchers and those aboard the Space Colony
ARK as a whole. More than likely, because of the threat this posed,
the confidential research had been leaked into the GUN military organization
back on Earth.
The GUN's
top ranking officials had developed a strong disliking for the researchers
aboard the ARK and thus planned to take advantage of the ARK's situation
and form a plan to shut the ARK down. This secret plan was named "ARK's
Indestructible Seal." The plan included the evacuation of all citizens
of the ARK back to Earth while all research facilities involved with
Project: Shadow were frozen and shut down, and all of those involved
with the project were to be killed. This entire plan was released to
the public under the premise that a bio-hazardous accident had occurred
that GUN knew nothing about and those who were killed (namely the researchers)
were victims of the accident. This was to cover GUN's true motives of
shutting the ARK down, erasing Project: Shadow, and put the blame on
Professor Gerald Robotnik as the person responsible for the accident.
The plan was completed in 7 days and the prototype of the Ultimate Life-form
was found and sealed within the deepest part of the colony.
However,
there was a miscalculation in their plan. Unbeknownst to GUN, Gerald
was putting the finishing touches on the Ultimate Life-form, "Shadow,"
using a much more desirable interface and physique for the creature.
As they stormed into the space colony, Gerald escaped, and entrusted
the final project (which was in a stasis tube at the time) to his granddaughter
Maria, expecting her to release the project and herself in an escape
pod towards the planet. Although she managed to successfully release
the project, she was gunned down by a GUN officer before she could escape.
Gerald
Robotnik was jailed at Prison Island back on Earth and when he saw Maria's
name upon the list of casualties from the "accident," he went
insane. It also happened that GUN managed to retrieve the Project: Shadow
that was released via Escape Pod. Gerald somehow managed to altar the
Ultimate Life-form once again with a new motive. His mind was set totally
on revenge, and he biogenetically programmed Shadow with those same
intentions. Gerald was eventually executed soon after.
50 years
later, after performing extensive research on his grandfather's legacy,
Dr. Eggman then decides to use this Ultimate Life-form for his own biddings,
hoping it would do better than Chaos did. It was only a matter of time
before Dr. Eggman managed to penetrate into the GUN Prison Island and
release what he had sought out for: Shadow the Hedgehog. However, Eggman
seemed to have freed a whooole lot more than what he had bargained for…
Personal Criticism/Opinion:
Sonic
Adventure 2 was released right at Sonic's 10th birthday. While released
4 days BEFOREHAND in the USA, it was released exactly 10 years after
Sonic's faithful introduction on the Genesis in 1991 in Japan and Europe.
Sonic Adventure 2 was meant to emphasize Sonic's 10th anniversary by
giving the blue blur a whole new feel. Sonic Adventure 2's storyline,
atmosphere, and style is set in a much serious, corrupt and realistic
environment. This emphasis on Sonic's 10th birthday was most notable
by the 10th anniversary gift pack that was released at stores for a
very limited time in Japan and given only by pre-order to USA buyers.
The gift pack included a music CD containing classic tunes from the
very first Sonic game all the way to Sonic Adventure 2, a special collector's
coin, and a pamphlet explaining Sonic's history. (It was with this little
pamphlet that the Mary Garnet Story was introduced to the
world.)
For many, Sonic
Adventure 2 is their number one favorite. This decision is well justified
by the game's impressive variety of features and realistic atmosphere.
This was definitely a breath of fresh air for a Sonic game, since it
gave a whole new air to the hedgehog. Sonic Adventure's storyline was
what was thought to be as realistic as a Sonic storyline could get,
but SA2 outdid that as well with the introduction of a military organization,
tragedy, and even death. The gameplay is based entirely on that particular
premise. You choose to either play as the heroes or the villains. Each
story brings you through a collection of Action Stages, where unlike
Sonic Adventure, no one character gets the same Action Stage. There
are 29 action stages in all, Sonic having the most: 6, the others have
4 to 5 stages, while all of them get a little of 1 Action Stage.
Sonic and Shadow's
gameplay is basically the same as Sonic's in Sonic Adventure's: high
speed, spinball jumpin', spindashin', ring-zoomin', and spring bouncin'
goodness. New twists were added to that particular gameplay style including
their new ability to grind and somersault. They both travel at essentially
the same speed and have the same gameplay. Tails and Eggman's gameplay
style has shades of E-102 "Gamma" from Sonic Adventure, with
the mixed platformer/shooter gameplay. In SA2, you don't walk as Tails
or Eggman. Instead, they are always in their two vehicles. For Tails,
he uses the Cyclone walker, which is a transformed version of the Tornado
2. And of course, Eggman uses his Egg Mobile with a pair of legs on
it so it can walk. The objective is to go through the levels and shoot
and blast as many things as you can and reach the goal, just like Gamma.
However, your health isn't the classic ring system. Instead,
you have a life bar. Once you run out of heatlh, you're down and out
for the count. All rings do for Tails and Eggman is replenish a bit
of health, along with Chaos Drives. Knuckles' and Rouge's gameplay is
the same as Knuckles' Master Emerald piece hunts in Sonic Adventure.
Hell, you're even looking for Master Emerald pieces again! (Save two
levels where you must search for keys to Eggman's base, and one where
you look for three Chaos Emeralds.)
Once again, Sonic
Adventure 2 has the emblem hunt. Except unlike Sonic Adventure's 130,
you must collect 180 of the sumbitches in SA2! Most of these emblems
are received from the Action Stages. Once you finish everything in story
mode, you've only collected a small portion of them. Each Action Stage
has 5 missions; the first one being the one you completed in Story Mode.
Each mission gives you an emblem. But here's the kicker, which was an
asset introduced in Sonic Adventure 2: how well you did on the mission
is graded at the end of the Action Stage. You can either get an A (best
one), B, C, D, or an E (worse one). The grade you get depends on your
score (yes, finally, the score is actually useful), rings collected,
and the time you took to finish. The 6 "All A
Ranking" emblems are the hardest ones to get. (You get one
each for getting all A ranks on the Action Stages for each character.)
The rest of the emblems are received through the kart racing mini-game,
boss battle trial, completing each story, and the chao mini-game.
However, unlike
in Sonic Adventure, you actually get something for collecting
all emblems! You get the Black Market for the chao garden, which is
where you can buy all kinds of special items for the chao, and even
special chao eggs (currency is the rings you've collected so far throughout
the entirety of time spent on the game). You unlock many hidden characters
for 2-P mode including Amy and Metal Sonic for the race challenge, Tikal
and Chaos for the treasure hunt, and Big the Cat and the Chao walker
for the shooter game. You also unlock new karts for the kart race, and
different costumes for the 2-P characters. Last but most certainly not
least, you unlock an extra stage, and that extra stage is a complete,
3D makeover of Green Hill Zone! The extra stage is modeled exactly like
the first act of Green Hill Zone, complete with the original badniks,
ring locations, and even the original sound effects! In Sonic Adventure
2: Battle, everything's pretty much the same with the exception of the
unlocked characters: they are playable by default from the very start
of the game. All you unlock by collecting the emblems in SA2:B is the
Green Hill Zone and several costumes for the characters which enhances
their abilities slightly in 2-P.
Sonic Adventure
2: Battle's differences from the original lie primarily in the 2-P mode
and the Chao mini-game. From the very start, as mentioned, all of the
characters that had to be unlocked in the original are usable automatically
in SA2:B. (Except Big, who has been replaced by a stupid Dark Chao walker
— in fact, all of Big the Cat's cameos are gone, since in the
original, he makes tons of cameos since he is hidden somewhere in each
Action Stage.) You are also able to choose a lot more of the action
stages to play through in SA2:B and their length (for the race challenge
ones) extends dramatically. A new grind race and "streetboard"
race has been added for the speedsters among other mini-games. The chao
mini-game has been decked out with all kinds of new chao egg colors
because of the default introduction of the black marke and the new Chao
Karate, where you can see your cute, jiggly little critter beat the
living crap out of another one! The only other difference is the slight
tweak in the emblem hunt. I noticed that in SA2:B, the 10th emblem you
get from raising chao is missing. That 10th emblem is now given to you
by getting all A ranks on the Cannon's Core Action Stage. In the original,
you didn't have to do that. Luckily, it isn't THAT hard.
Finally, let's
move onto the new characters Sonic Adventure 2 introduces. Gerald and
Maria Robotnik are just there for storyline appeal. But Shadow and Rouge
are two new flavors to the mix. Shadow the Hedgehog is the dark image
of Sonic with jet black fur, cool red highlights on his bent up quills
(a lot like Super Sonic's from SA's) and along his arms and legs, red
eyes, and a nifty pair of hovershoes (which make him look like he is
skating when he runs). Mixing that with an angsty past and a dark, badass
attitude, you get a recipe for a HUGE fanbase (which, two mainstream
3D platformers later, became a recipe for disaster). Rouge the Bat is
also another mature tinge to the Sonic realm. A secret government
spy with a rather feminine body that defied the Sonic-style anatomy
and a HUGE taste for jewels (particularly Knuckles' jewels). Clad in
a jumpsuit that looks like something a girl would wear in a cheesy sci-fi
porn flick, a dominating disposition, and overflowing with femininity,
Rouge the Bat broke grounds for the average Sonic character. She was
the first official female character who is actually independent, and
can fight on her own.
Rouge the Bat,
of course, did not earn as much fans as Sonic Adventure 2's showcase
character, Shadow. Luckily, a few years down the road, she began to
grow more admired since by then, Sonic Team began to REALLY screw Shadow
up while they still managed to maintain the style Rouge claimed from
her SA2 roots.
Overall, Sonic
Adventure 2 was its own Sonic game. It gave Sonic a feel that a true
fan wouldn't have ever expected. It was serious, realistic, and mesmerizing.
It was a one time gig. Well, it SHOULD have been a one time gig. After
the release of Sonic Heroes, Sonic Team has began trying harder to make
their Sonic games more like how SA2 was. But they more than likely won't
give you that same feel that SA2 did, so don't expect too much.
Let's
see some GAMER'S PERSPECTIVE:
Replay value? Sonic Adventure 2's replay value is excellent.
ESPECIALLY the ported SA2:B with all of the new 2-P features and the
much more detailed chao mini-game. But ultimately, the easy access to
each Action Stage is definitely a plus. And unlike in Sonic Adventure,
you can actually access the story mode and play through which cut scenes
you want to start at and then play the story from there. In Sonic Adventure,
you only had one chance to even see the cut scenes. So Sonic Adventure
2's replay value
is actually better than Sonic Adventure's.
Graphics? Sonic Adventure 2 had the best Sonic character models
yet. Each of the characters looked streamlined, stylized, and much more
cool. The good thing about the Sonic Adventure 2 models is
how much they took advantage of texture mapping. A lot of the bodily
features (such as the scruff of white fur on Shadow's chest, and even
Sonic's peach tummy) were painted onto the mapping of the character
instead of modeled manually. Cotton folds were also defined well on
the mapping for Rouge's attire and the amount of detail painted on the
mapping for the character's shoes was awesome. The oral movement sucks,
though. In SA2, they tried to make their mouths look more realistic,
thus too small in proportion to a Sonic character's anatomy —
they were MUCH better in SA1. The model movement wasn't too good either.
It's as if they tried too hard to make them look realistic.
Before the last fight when Sonic & Shadow are powering up with the
Chaos Emeralds, they look like they're jerking off. However, the modeling
and mapping for the levels is spectacular; common for Sonic games. They
concentrate so much on the environment that they sacrifice the character
model's quality. And, as usual, the FMVs (or a lack thereof) suck like
crazy and have a continuity error when the Eclipse Cannon blows up the
moon. The moon has no molten magma core since its magnetic field is
too weak. It might have one because small moonquakes have been
recorded, but not enough of one to glow red like that as seen in the
crappy SA2 FMV sequence.
Music & Sound Effects? Sonic Adventure had variation in
its OST. There were some saxophone songs, tribal themed music, techy/rock,
and plain rock tunes. But Sonic Adventure 2 is nothing but a huge ROCK
fest (save a few character themes, the BGM that plays at the end of
the Cannon's Core [which is nothing but a spinoff of Lost World's BGM],
and several Action Stage BGMs). SA2 is a huge rock fest mostly
because almost the entire OST was done by Jun Senoue. But
overall, the music is done by the same group as from Sonic Adventure,
so the music is generally the same. However, SA's variation is definitely
what makes it better than SA2's.
Storyline? Sonic Adventure 2's storyline is by far the most
tragic, emotional, and serious storyline seen in any Sonic game so far.
Of course, you can't really compare the storyline from a Sonic game
to that of something seen in a Square-enix game, or a Martin Scorsese
film. But as far as Sonic game storylines go, Sonic Adventure 2's gives
you a whole new feel. Definitely an up.
OVERALL RATING? I rate Sonic Adventure 2 as a 9/10.