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Post by Baxter on Dec 26, 2008 14:43:29 GMT
Why yes, I am shamelessly ripping off NiGHTS' idea from a while back. Only 'cause it's been a slow non-semester, mind.
Anyway, you know how it goes - I play a Sonic game, I write about the experience, and you're free to complain afterwards. For the most part, I'll be focusing on older (read: pre-current gen), less well-received and/or outright polarising installments of the series; with reviews discussing factors such as my initial and present-day perceptions, the game's merit (or lack thereof) by standards of its era, and how it fares within the gaming landscape of 2008. For instance, Sonic Adventure - sure, we all loved it back in more innocent times, but does it hold up a decade onwards?
I'm also striving to be completely balanced and fair - consequently, I'll be hunting ways to enjoy the games I despised, whilst placing those I've actually quite liked under scrutiny.
Incidentally, suggestions are welcome, if I feel they have the potential to make for an interesting (or at least semi-interesting) piece. Just post a game - no matter how obvious or obscure - and if I have access I may give it a whirl. Hell, at some point I may even go on to evaluate gaming-unrelated aspects of the franchise, such as the various TV series.
And to get this one out the way immediately - no, I won't be reviewing Sonics 1-3 and Knuckles. Their excellence is without question and they've been discussed to death as it is.
I'll post the first, rather obvious selection in a day or two.
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Post by madhair60 on Dec 26, 2008 23:29:47 GMT
Rush Adventure
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Post by MentalAnalysis on Dec 28, 2008 0:41:13 GMT
Sonic The Fighters
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Post by Balls on Dec 28, 2008 10:43:05 GMT
Can you review Sonic And Knuckles? That one was my favourite.
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Post by Lost Mercenary on Dec 28, 2008 12:03:43 GMT
Sonic 06.
Just try to defend that travesty.
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Post by The Shad on Dec 28, 2008 13:11:04 GMT
Sonic Unleashed.
Or Shadow.
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Post by Baxter on Dec 28, 2008 16:18:22 GMT
lol I mite but diz gamez betta lol #1: Sonic HeroesFormat played -- Gamecube Yes, I know - alas, had to be done. Loved by few, loathed by many and respected by none, we're kicking off with the notorious Sonic Heroes - the game once upon a time doing more for Sonic's mainstream popularity than any since the early 90s, now reduced to a mere punchline on these boards. You may ask, why bother reviewing a game so universally maligned, especially when my present-day feelings on the subject have been well-documented. Well, truth be told... I didn't actually mind Heroes on the first go-round - crazy stuff, no? Perhaps it was just down to the three-year-or-so gap between the release of Adventure 2 and this game (seriously, I wasn't prepared for disappointment), the considerably lower standards of my fifteen-year-old self or whatever, but initially it never struck me as a significant step down from the quality of the Adventure duo. Returning to it in subsequent months - alongside the Adventures - however, the cracks began to show - snoozeworthy gameplay, bordering-on-offensive level design and bosses so bland and samey they didn't even warrant a second playthrough. I'd barely touched the thing since. So with a refreshed and open mind, I recently spent an hour or two ploughing through Team Sonic's game, a couple of Chaotix levels and a couple of (heaven forbid) special stages, and took a few notes whilst striving for something resembling a final judgement. On that note, let's commence with a positive - art design. Rubbery character models aside, it's useless even attempting to fault Sonic Heroes in the glitz department. It's by far the best-looking Sonic game of its era, boasting eye-popping stylised environments reminiscent of the "good old days", and a variety of small, cute graphical touches that make all the difference. This is often cited as the strongest argument in Heroes' defence - if nothing else, the game definitely had the right idea presentation-wise, with trademarks such as those aforementioned, the return of an all-action two-act structure, and arguably even the back-to-basics storytelling. Music's also quite nice. Not as memorable as other installments, but always appropriate and can rarely be faulted. Unfortunately, that's where my list of positives grinded to a screeching halt, crashed and burnt. Heroes has often been described as a game that only excels cosmetically, and my recent playthrough only reinforced this notion. Gripe number one - control. The actual character-switching - the aspect of the game I'd expected to find most frustrating and broken - is actually about as fluid as it can be given the level design (which I'll discuss in a second), but much can't be said for the rest. Sonic's controls here are amongst the most erratic of any installment to date - his secondary attack, for one, is a sudden bout of epilepsy that serves no evident purpose other than to send one hurtling all over the place; quite often to demise. Overall, it's just far too loose and imprecise - I lost count of the number of instances of standing right next to a pole and attempting a tornado, only to somehow be directed at an enemy five miles away; or landing on a platform only to be abruptly thrust off in spite of not even touching the analogue stick (seriously, don't even bother attempting to platform with anyone besides the flight characters). Level design - the be-all and end-all, ultimately - is similarly awful. It commences in reasonable enough fashion, with the bog-standard tropical opening stages and passable Grand Metropolis; but repetition quickly kicks in and never quite ceases, the most severe offenders being the two casino stages (tragic), Rail Canyon (just a prolonged cut-scene, really) and in particular Mystic Mansion (on the plus-side, I have always wondered how it'd feel being stuck in a coma...) It's been stated-to-death previously, but for this re-evaluation I'm afraid it needs to be stated again - the near-entirety of the experience consists of grinding over bottomless pits with next-to-no input, fighting off fifty identical robots and breaking down wall after wall after wall, all with a few springs, switches and loop-de-loops chucked in to create a pale imitation of classic Sonic fun. And whilst there are a few multiple paths to be found, they're all so brief and insignificant they fail in contributing whatsoever to replay value. The (now twice aforementioned) grinding sequences and select set-pieces also drag on forever, with such minimal interaction required that half the game can be spent simply watching - hey, who needs that whole "controller" jiggery-pokery-business, anyway? To round out the nitpicks, checkpoints are rather few-and-far-between when taking stage length into consideration, and the exact re-use of terrain isn't an uncommon occurrence. Which isn't to say all is necessarily bad. Egg Fleet - whilst technically every bit as shoddy as the rest - still manages to produce something resembling a sense of thrill, and a couple others are passable. There's also the welcome returns of certain level gimmicks - cannons, bouncy-bouncy mushrooms and swingy-swingy vines, to name but a few. For the most part, though, the experience is a blundering mish-mash of monotony, repetition and occasional frustration. And that's without mentioning Chaotix's gameplay... Anyway, moving on. Special stages. So irredeemably awful they don't even warrant a lengthy discussion. All I'll say is you might as well put the controller down, go out to take a piss and hope for the best. Bosses, also, are possibly the weakest of any installment to date. Egg Albatross is redeemed somewhat by an interesting setting and concept, but the Eggman mech fights (all three of them!) nonetheless consist solely of running forward and hammering away at the Team Blast function until the stage concludes. Beyond that, there's a rather generic finalé; and to make up the numbers, the team and "robot swarm" fights, which are, frankly, the worst variety of cop-out. As for the voice-acting... Jesus H., I'm aware this is such a trivial point, but the game warrants eternal damnation to the tenth circle of Dante's Inferno (yes, there's a tenth as of right now) alone for ushering in an era of characters that simply do. NOT. SHUT. THE. [censored]. UP. during gameplay. Nor is this cause aided by a Tails performance that ranks as quite possibly the most execrable piece of acting - voiced or otherwise - I've been subjected to in any artistic medium ever. I've never understood the flak Sega receive for ditching _these_ guys in favour of the 4Kids voices; personally, I'd consider it amongst the wisest calls they could've made by this point. (Incidentally, others have informed me this issue can be redeemed by altering the language settings, alas I found these to only apply to subtitles - a feature exclusive to the PS2 and Xbox versions, perhaps?) I'd go on and on, but I'm not telling you anything you don't already know. To conclude, Sonic Heroes - whilst truly poor - isn't entirely without merit. The game boasts plenty of nice ideas alongside a handful of questionable ones, ultimately laid to waste by cock-handed execution. For die-hards only - and even then, solely for completionist purposes. Pros -- structure, aesthetics. Cons -- boring. Quality rating -- 3/10 (poor)
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Post by madhair60 on Dec 29, 2008 21:28:45 GMT
You can only change the language on the Xbox version - but Japanese screeching is exactly as annoying.
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JJ
Script Hume
Bit of a hack, really.
Posts: 4,902
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Post by JJ on Dec 30, 2008 13:09:19 GMT
I actually loved the Casino levels in Heroes, I think I was alone in that, though...Frog Forest and Hang Castle were also decent, by my standards.
You're right about Tails' voice, although I hate the 4Kids equivalent, too. He should be mute in every game. The only Tails voice I've ever marginally approved of is the AOSTH one, and even that is pushing it.
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Post by madhair60 on Dec 30, 2008 23:12:23 GMT
Can I just say that I ruddy love Dan's posts? He always makes a [censored]ing effort unlike the rest of you cretins.
Disclaimer: You are not all cretins
Second disclaimer: You are all cretins
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Post by Balls on Dec 31, 2008 2:45:33 GMT
I've already stated him as my favourite poster several times in the past.
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Post by Beta on Dec 31, 2008 5:50:37 GMT
Sonic 06. Just try to defend that travesty. I could, apart from the loading screens I enjoyed that game, I'd also whinge that it didn't give me enough freedom to play levels as Blaze and Knuckles, but woopty doo. The music was brilliant again, and Sonics extra shoes made things very fun X) especially the one that lets you jump forever.
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Post by rj on Jan 2, 2009 22:48:47 GMT
Can I just say that I ruddy love Dan's posts? He always makes a [censored]ing effort unlike the rest of you cretins. Disclaimer: You are not all cretins Second disclaimer: You are all cretinsI put effort in. effort into making them worse, that is
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Post by Baxter on Jan 27, 2009 16:26:52 GMT
#2: Sonic CDFormats played for this review -- Gamecube (via Gems Collection), Mega CD (emulated) Useless trivia -- Sonic CD is the only instalment directed by the chap who actually created the character, Naoto Oshima. It was initially conceived as an enhanced port of Sonic 2 - with the Mega Drive, Mega CD and Master System/Game Gear versions all at one point intended to be the same game - but ultimately developed as a unique product after evolving into a different variety of game altogether.I was originally going to select something more obscure for this second entry, but since I've been playing CD a fair bit recently it's only the logical choice. In spite of being very much a Sega kid back in the day, I was deprived of the joys *clears throat* of the CD and, later, 32X attachments for the company's 16-bit juggernaut. Thus, I was also deprived of what I was consistently, reliably informed was the " BEST SONIC GAME EVER!", Sonic CD. One broken Mega CD, several music-void emulated versions, a decade-plus and a broken spirit later, I at last received the opportunity to play through the game in its entirety - US soundtrack and all - in 2005, after acquiring a Gamecube copy of a release that could have been so, so much more; Sonic Gems Collection. Much like the compilation itself, the only thing that struck me as remarkable about CD was the underwhelmingness of it all. Every level felt short, shallow and badly-designed. The time travel wasn't the most accessible process in the world. The soundtrack was depressing. The third acts were depressing. For the life of me, I couldn't fathom how anyone might rank this thing above the Mega Drive instalments. Turns out I'd simply been playing it wrong. Returning to the game sometime last year, I inadvertently stumbled into the first act's past, dispatching the Badnik... machine... thing (seriously, what are they called?) and making a good future in the process. Subsequently, I decided to do the exact same thing in the next act before switching off. And I had to confess, those five-or-ten minutes were a lot of fun. So I recently embarked upon a few playthroughs with the European/Japanese soundtrack, whilst making a point of going for good futures in every act and thoroughly exploring the various timespans, also collecting time stones wherever possible. The upshot? The experience was nothing short of outstanding; one easily capable of standing to shoulder-to-shoulder with Sonics 1, 2 and even a fair amount of S3K. Level design ceases to be crap the moment you comprehend they aren't designed for merely racing through; they're designed with exploration in mind, and making the time travel and backtracking processes as accessible as they can be. Blasting back to the environment's past, snuffing out Robotnik's handiwork, returning to present and finally deciding to venture into the future to conclude an act in the utopia you've secured, is the most fun I've had out of a Sonic game since... well, since the first time I ever played a Sonic game, for a start. The actual time travel process - as aforementioned - can be quite frustrating on the first few playthroughs, but it's a strategist's dream. Even once you’ve mastered the process, you’ll find yourself replaying again and again to find more areas to accomplish a decent run-up or sufficient boost. To boot, one can easily consume the ten-minute time limits simply exploring the various timespans - a stark contrast to "hold right" playthroughs in which the full game can be effortlessly completed within half-an-hour. It’s a sublime addition to the classic Sonic formula. To accommodate for the focus-shift from speed to navigation, control in CD is somewhat tighter and more precise, as opposed to the looseness of Sonic 2 et cetera. The super peel-out is a great addition – more vulnerable than the then-recently introduced spin-dash, but also far more efficient and versatile, and an occasional godsend for the aforementioned time travel process. On the downside, select stage gimmicks are awkward to grasp initially, and the spin-dash has been gimped for some reason (though, in fairness, development on this title had commenced long before Sonic 2 hit shelves). Overall, it's perfectly ergonomic. The boss fights, in comparison to those of Sonics 1 or 2, are mostly pretty good. Stupidly easy, yeah, but that's a small price to pay for a bit of variety and lasting impression. I'm a fan of Collision Chaos’, in particular; and the Metallix race remains amongst the series’ most nail-biting moments. The one downside of this topic is the finalé – it isn’t necessarily a bad boss, just a disappointing final boss. With the benefit of hindsight, they’d have been better off swapping Speedway and Madness around. The special stages… are great! Inventive, good-looking and of a reasonable difficulty. They’re definitely a notch above those of the Mega Drive games. Presentation-wise, CD excels in every aspect. The opening and closing animations remain the series’ best to date (it says an awful lot when Sonic X, with a two-year-or-so run under its belt, didn't come close to approaching this level of quality), and the environments - if not quite as memorable as those of other instalments, since most of the level clichés had already been established - are still excellent-looking by platformer standards in general (the good futures, in particular, make sweet love to my sensory organs). Several worlds away from the more sober design of its Mega Drive brethren, and several universes away from the boring realism and cheesy "rawk"-stylings of today’s instalments, Sonic CD animé-inspired, psychedelic visuals, audio and overall presentation are by comparison seen through an acid trip (or at least caffeine buzz) lens - and, frankly, the game's all the more a joy for it. On that note, whilst the topic of soundtrack has been debated to death, it's ultimately just a matter of personal taste. The EU/JP one's insanely upbeat, very "Sonic" and laden with hip-hoppy and J-poppy stylings (and a credits song that'd make the Pet Shop Boys blush); whereas the American audio is a lot more subdued and rock-oriented. Personally, I consider the EU/JP score far superior - if not amongst the best soundtracks in gaming history. There are a couple of American tracks I don't mind, but for the most part it sounds as though it'd be better suited to, I dunno, a FPS or something. Replay value, for reasons aforelisted, is substantial. Whereas Sonics 1-3K are brilliant on the first go-round and maintain their brilliance throughout the years - if never that initial awe - CD is more of a grower, geared more towards mastery than breezy initial playthroughs. There’s also the introduction of the now-standard time attack; a feature I'm surprised was never incorporated elsewhere, considering CD is the more exploration- as opposed to speed-oriented of the "classics". So there you have it, chaps. After four-or-five years of scratching my head as to how anyone could rather that " thing" to its Mega Drive brethren, consider me sold on Sonic CD. Hold "right" throughout the game's entirety, and you're merely setting yourself up for disappointment. But play as it was originally intended, and you'll quickly discover CD's every bit as magical as its fans claim. Oh, and stick to the Mega CD original, preferably - Gems Collection is lumped with the American soundtrack, inability to skip time travel cut-scenes (mildly irritating when you’re doing so three-or-four times per act), odd load screen and muffled sound effects; all of which I'm assuming is down to it being a port of the (supposedly far inferior) PC version. Pros -- the emphasis on exploration and time travel, some of the finest game music ever for its time, first-rate presentation, a rare instance of experimentation paying off for the series. Cons -- limp finalé. Quality rating -- 9/10 (excellent) if you're going to experience it properly, 5/10 (average) if you’re going to insist on playing it like the other two billion Sonic platformers
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Post by Samface on Jan 27, 2009 19:33:06 GMT
Good review. I don't quite like CD that much, but it's certainly one of the best of the series.
And yes, Metallic Madness's boss is quite disappointing. I never liked the Stardust Speedway boss, either. Or the whole of Wacky Workbench. And Tidal Tempest was all right, but a bit of a timid Labyrinth retread if'n you ask me.
Quartz Quadrant, though. Mmmm.
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JJ
Script Hume
Bit of a hack, really.
Posts: 4,902
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Post by JJ on Jan 27, 2009 20:40:21 GMT
I must say I'm enjoying reading this thread. Spot-on review!
One of my beefs with CD was actually that I suck at the exploration. I spent all of the time limit on Wacky Workbench trying to get to the machine in the past. Never figured it out. Matter of fact it was only the first few levels that I was able to ace. After that the difficulty tightened and my success rate lowered.
A lot of people cite CD's slightly awkward (in places) level design, without stopping to think that having a 2D level that shifts between four time zones was enormously ambitious for its time. In all honesty I'd call it a masterpiece.
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Post by madhair60 on Jan 27, 2009 22:17:44 GMT
Fantastic review, almost exactly echoes my feelings concerning the nature of CD. I had the exact same wake-up-call.
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Post by Moo on Jan 27, 2009 22:39:40 GMT
I used to call the badnik machine things the "burger thing". Due to the shape.
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Post by Balls on Jan 27, 2009 22:57:32 GMT
I agree with all of this. Mainly because I posted the exact same review in my thread. A thread I was going to update with a Sonic Heroes review but then didn't bother because of you.
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Post by Baxter on May 31, 2009 16:25:22 GMT
Whilst I’m aware the original aim of this series was to focus on lower-key instalments, the problem I’m having is that for many of them, there simply isn't much to say. Tails' Sky Patrol, for instance; there, all I’d have for you is a three-word review - "Tails’ [censored]e Patrol". So until I stumble across the motivation to sit through more than ten minutes of Sonic Blast without slipping into a coma, I’ll be experimenting with a different approach over the new few entries. With Heroes already covered (unfortunately), reviews will be posted of the other pre-Unleashed 3D instalments I still have access to. Sonic Adventure - how does it hold up a decade onwards... if at all? Adventure 2 - one of the series’ high points, or merely its most overrated? Shadow the Hedgehog - guilty pleasure, or just plain guilty? Perhaps, when enough time has passed, I’ll even get round to re-evaluating Unleashed. In the meantime, however… #3: Sonic Adventure / Sonic Adventure DX: Director’s CutFormats played for this review -- Dreamcast, Gamecube (though any technical differences between the two are so infinitesimal they don’t warrant an in-depth comparison) Before slipping into Heartless Critic mode, I'd like to make one thing perfectly clear - Sonic Adventure indeed holds a special place in my gamer’s heart. If I were to ever compose (or, more importantly, finish…) a "favourite games" list, there's a chance it'd bag a place for its high points and sentimental value alone. But I'm not interested in nostalgia here; I'm interested in returning to Sonic Adventure to judge whether, as a game, it endures the test of time. So I slip the disc in. First impressions: tremendous. The opening FMV remains every bit as impressive in 2009 as in 1999. Cracking stuff. I’m in for a treat here, surely? Then, we get into the game itself, and upon ten instances of performing a homing attack, only for the camera to abruptly do a 180 and send our Blue Blur blurring into the abyss, this is where my experience falls apart. Despite little-to-no recollection of encountering such hindrances in my less educated, more forgiving youth, I can henceforth state, without hesitation, that Sonic Adventure’s camera is the worst I’ve ever endured in a videogame. It’s not “bad” or “unreliable”, no; it’s outright [censored]ing atrocious, making a good 50% of the experience bordering-on-unplayable. Sky Deck’s gravity-switching, ladder-climbing sequence – a potentially thrilling set piece - in particular boasts the sort of direction that’d make Ed Wood blush. (Not convinced? Get to around 5:50 onwards and judge for yourself...). Oh, and the Gamecube version possesses a “free camera” option; which, in a title intended to be played at this speed, unfortunately amounts to nothing. Control-wise, the game fares much better. However, as you now ought to know, that isn’t really saying much. I can only assume ScrewAttack were on the “Friday lunch break” when proclaiming Sonic Adventure’s controls the holy grail of gaming or whatever - they’re so-so; nothing more, nothing less. Except for select occurrences in which the game decides it’d rather play itself and penalise you for even the slightest degree of input, most notably Sky Deck (which, for all its flair, has to rank amongst the most poorly-designed levels in series history). Glitches, clipping and collision issues such as these are, sadly, not uncommon. Speed Highway, in spite of being the “main attraction” of sorts, is another prime offender here. In one instance, Sonic halted abruptly whilst running up a corkscrew, only via some divine intervention to teleport fifty yards backwards and resume running with no input whatsoever. At another, he simply fell through the main path to demise - how, I have no idea. Such oversights are seldom a game-breaking deal, but unacceptable nevertheless. Incidentally, is it just me, or is Sonic near-incapable of running in a straight line during “highway” sections? Poor bugger rebounds like a drunken yours truly… But for all these technical shortcomings discussed, what of Sonic Adventure’s main course - the level designs themselves, in particular Sonic’s? I’ll state this bluntly - going back and playing these after experiencing Unleashed’s daytime acts… well, it feels akin to playing Sonic R after experiencing Adventure for the first time. See, what made this game’s levels groundbreaking was their unparalleled speeds, spectacle and sense of thrill; ten years on, these elements are simply no longer as impressive. Which isn’t to say the Sonic zones are necessarily bad. For the most part, they’re actually rather good. Rarely excellent, but consistently enjoyable. The prime standout, The Lost World, remains perhaps the best attempt I’ve seen at translating the 16-bit titles’ gameplay into the 3D realm; whilst still suffering from technical issues such as those aforementioned, it’s nonetheless an inventive and thrilling ride, one to this day I’m surprised wasn’t reserved for the game’s “last story”. (For the record, from a gameplay standpoint alone I’d argue that Super Mario 64 has aged far, far worse. But that’s a discussion for another day.) Tails’ levels are simply cut-down versions of Sonic’s with a racing element chucked in, yet still enjoyable enough. Speed Highway’s Eggman chase, in particular, is a genuine thrill. Knuckles’ levels, conversely, reek of wasted opportunity. If they’d embraced the S3K formula and adhered to linear acts, albeit somewhat slower-paced and featuring paths inaccessible when playing as Sonic or Tails (a potential approach we receive an all-too-brief glimpse of in Casinopolis), they could’ve proven amongst Adventure’s highlights. As it stands, they’re just a waste. The rest, to put it lightly, don’t comprise an all-too-impressive bunch either. Amy’s levels made for a cute diversion at the time, but after Unleashed’s Werehog sections (which, as I’ve mentioned before, for all their shortcomings make mincemeat of bonus characters from previous games), are a chore to plough through in 2009. Gamma fares little better, benefiting from shorter stages and the usual E-series mirth, but soiled by an asinine time limit that prevents the player from taking and enjoying stages at one’s own pace. As for Big's gameplay... well, let's not go there, shall we? One aspect that differentiates Sonic Adventure from other 3D instalments - including those that re-use particular stages - is that exact level designs are replicated across character-to-character, even those with drastically different gameplay styles. Was this a success? A decade on, I remain unsure. It certainly provides another layer of consistency and continuity to the overall experience, one area in which Adventure definitely excels; downside, however, is that it can lead to certain segments feeling broken and awkward. Perhaps the most blatant example of this is Sonic's Speed Highway - its first two sections are a blistering marathon of speed and spectacle, yet the stage concludes by dumping you in a timid little area which clearly was not designed for Sonic's breed of gameplay. Boss fights are a mixed bag. “Get a load of this!” aside, the Egg Viper and Egg Walker fights that conclude the Sonic and Tails proceedings are very, very enjoyable (the latter primarily due to its setting). Individual character battles, conversely, are appalling. The Perfect Chaos finalé is an odd one - gripping, spectacular and a blessed with another memorable locale, but quite pathetically effortless for a supposed “God of destruction”… The adventure fields… I can take or leave. A little more action and room for exploration'd have been welcome, yet they serve their purpose and are rarely intrusive. The game’s storyline, whilst destined to bag neither Oscar nor Boomer Award, is harmless enough. Abysmal as the writing and voice-acting may be, it wins plus points for its scope, scale and attempt to weave a coherent narrative based off ambiguous plot devices from the Mega Drive titles (Knuckles' backstory, the emeralds etc. etc.). Adventure was initially conceived as a Sonic 3 and Knuckles RPG, and the narrative on display makes this inspiration all-the-more evident. Also worthy of mention is the ending to Gamma’s story - one of few scenes within a videogame to have genuinely upset me… For a title of its generation, Adventure, graphically, holds up surprisingly well - particularly impressive, given it also happens to be amongst the very first games of that generation. Environments vary between striking and memorable (Casinopolis, Twinkle Park, The Lost World…) and generic-but-inoffensive (Red Mountain, Sky Deck, Final Egg…). The only severe shortcoming in this area would be the framerate, at moments chugging along at a tempo that’d offend Sonic himself. Overall, it’s harmless enough to observe, but hardly on the calibre of, say, the 16-bit titles, Rush or Unleashed in terms of art direction. More deserving of attention is the soundtrack, one I personally consider amongst the series' best… cringeworthy vocal themes notwithstanding, anyway. Whilst guilty of introducing the Jun Senoue "rawk" we've all grown to know and loathe, there's plenty of charming jazz and electro pieces to keep the team strong. Standouts include Gamma’s theme, the Egg Carrier anthem and various Twinkle Park themes. If the original Dreamcast release is definitely lacking in one aspect, it’s replay value. There are one-or-two extra missions per stage, but beyond that there’s little-to-no genuine incentive to revisit the experience, and the lack of reward whatsoever for collecting all 130 emblems can be described only as an insult. The Gamecube version, however, redeems this spectacularly - the series’ Game Gear catalogue in its entirety, and a cute (if ultimately inconsequential) “Metal Sonic” mode, make for unlockables that will have you working towards every last emblem. There’s also sixty brand-new - if often hair-tearingly frustrating - bonus missions to keep you going once the main game is done. Ignore the media nonsense pertaining to DX “not playing as well as the original” or such rot - if you’re going to pick up either edition of Sonic Adventure, definitely make it the GC re-release. Sonic Adventure, in essence, could be mostly aptly described as a contradiction. From the perspective of an eleven year old, it was the finest thing to ever grace planet Earth; from the perspective of a twenty-one year old, it’s a frustratingly hit-and-miss, sometimes noble and engaging, other times broken experience. If you're a fan of the series willing to overlook all the miscellaneous tat and technical shortcomings, and concentrate purely on Sonic and Tails’ level designs, then by all means experience it, love it, sing its praises. However, when reminiscing upon the Sonic Adventure package as a whole - half good-to-great, half poor-to-awful - the conclusion I've drawn is the only one I can deem fair. Pros -- respectable Sonic and Tails stages, pleasant soundtrack, a natural 2D-3D evolution in terms of level design. Cons -- still an obvious "first attempt", camera broken by today’s standards (if not 1999 standards!), the awfulness of Knuckles and Big’s stages go without question. Quality rating -- 5/10 (average)
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Post by Baron Canier on May 31, 2009 17:28:55 GMT
Good review. I somewhat feel the same way, since back in the day I felt Adventure was great (albeit with room to improve), fast-forward to today and its aged horribly. I tend to peg it as 'average' and move on. I also think I'm the only person on the planet who enjoyed Knuckles' levels. I mainly liked slowing down and just gliding around. I found it quite relaxing. Adventure was initially conceived as a Sonic 3 and Knuckles RPG This, however, intrigues me. First I've heard of it.
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Post by Mambo's Here! Look Busy! on May 31, 2009 17:34:54 GMT
I've never been a Big fan; I can't stand that level where you have to fish for Froggy, its slow, boring and very very tedious. It's not what a Sonic game is supposed to be like. I can understand them trying to add more to the franchise but IMO Big just didn't work. When I first played it I couldn't wait to see how playing as Amy would be like, seeing as I'd been a fan of STC's Amy for so long but she is disappointingly annoying and her gameplay could have been better. I did enjoy Tails' levels, even if a lot of them were just "beat Sonic to the end of the zone". It's the kind of thing I would imagine those pair doing! I may have to dig out my PC DX version! :3
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Post by Tom J on May 31, 2009 17:44:56 GMT
The actual fishing part was pretty clunky, and Chaos 6 was a bit pointless, but everything else (however little) was alright. His game besides fishing had a relaxed pace and feel, well aided in emerald coast by the music, and there was some nice exploratory bits, like the hidden fishing spot in emerald coast, and the extra area in hot shelter (which was quite impressive the first time I saw it, not least because I had no idea how I'd gotten there). But yeah the fishing was the main bit and it was horrible. >_> My first file had all emblems except the last of Big's Twinkle Park.
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Post by Pete on May 31, 2009 18:02:31 GMT
Nice to see this continued! I've still got the Sega Saturn Magazine that showcased the game as it was announced in Japan, and in 1998, it was the big thing. Sonic was new and exciting, and had a great new image with what looked like massive levels to play in (Station Square is still bigger than any of the hubs in Unleashed). Before the game was officially released, there were some Dreamcast pods with demo of SA and Sega Rally at my nearby cinema, and I made the excuse that I had the runs, just so I could go out and play it.
As time's gone on, much of the charm has been lost. The levels in SA2 were far better designed on the whole, with much better graphics, animation, voice acting and (arguably) music. So, how do I think it compares to Unleashed? Well, it varies. The 3D sections of Unleashed feel far too loose, and Sonic feels like he's running across ice, whereas SA feels far sturdier. The homing attack in SA also feels more responsive, but there are far too many glitches, which is far more infuriating than most things Unleashed can throw at you (and it can throw some real stinkers).
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Post by Badly-Drawn Manchild on May 31, 2009 18:12:35 GMT
Good review!
I do feel that Sonic Adventure hasn't aged well at all; looking back now, it's flaws are far more evident. Though I always preferred the level design in Sonic Adventure to any other 3D Sonic game; they don't feel so much like "rollercoasters above bottomless pits", the controls when running feel sturdier and there are more moments where it captures the old Sonic magic of negotiating well-crafted platform areas. There are also moments it allows underwater exploration (complete with that panic-inducing timer when you're almost out of air).
There's one other incident I want to highlight where it still seems to have a greater sense of level design and consistency than recent Sonic games. There's a point in Ice Cap where you have to go from platform to platform to climb a huge cavern, and if you fall you just drop all the way to the bottom with no penalty other than it taking more time. Compare this to a clock tower area I remember in Unleashed, where you climb up, only if you accidentally drop it turns out the area you could previously climb up has suddenly become a bottomless pit.
I also liked how you touched on the soundtrack; I think this was the last game where the music team tried to create unique-sounding tunes to fit each stage's theme; nowadays they all seem to blend and become indistinguishable from each other, but maybe that's just me.
To my mind, this could have been the best 3D Sonic ever made and would have stood the test of time, but like you say there are so many faults and annoying niggles with it that it just can't be seen as anything more than average.
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